This release includes new alternative texture resource compression methods.
With this release it’s possible to specify a compression method used on a texture resource (instead of the default LZ4), namely WebP and WebP-lossy. These options are exposed in the texture profiles as a complement to the regular image compression formats.
We have added an option to enable high DPI window creation on OSX and Windows. This is exposed as an option under the display category in game.project.
The atlas editor has also been updated with the ability to show which images you have selected.
Engine
DEF-1750 - Added: Support for lossy texture compressions (WebP format)
DEF-1541 - Added: Option to enable high DPI window creation.
Ads are less of a game feature request and more of a business model one. Unfortunately (or fortunately) King doesn’t rely on ads like Rovio does.
Firstly I guess that there aren’t internal requests for this and we as free users don’t have much saying.
Secondly there are a lot of ad providers each with a SDK. They could choose one or two like other closed engines but I presume they want us to be able to choose anything.
Thirdly each SDK adds up to the size of the build. They want to keep it low.
Fourth… Defold doesn’t support videos so no rewarded ads.
As an ending note, ads aren’t going away. Brands are moving into the mobile ad space so from now on, ad revenues are only to go up so it would be nice to have options.
Edit: If I leave my engineer cap at home, and think like a business, then having ads available (any ads, doesn’t matter which) is a huge boon; there can only be 2 states(has ads or not). Once it has then we can start thinking about how many or what types.
Edit 2: One solution I saw is implementing just one mediation SDK so the mediation provider handles ad providers on the web side of things.
It has been prioritised and estimated, but currently there are other issues that has higher prio. @Ingela_Garneij can we do something about this?
It is one of the most requested features from indies so it’s definitely high prio! We hear you and we are looking into options. The request is complex, we are trying to find a good solution to satisfy as many needs as possible without compromising size or locking users into a specific network.
We have increased the priority so that we can solve this issue before summer (it is currently planned for a June release), but we cannot promise anything, sorry!
This page is also missing collection.max_instances documentation: Maximum number of instances of objects / components allowed within single collections at once?
Should the default value of custom_heap_size in the Project Editor be set to the actual bytes the default heap size uses (268435456?) instead of 0? There is already a flag above it to enable/disable custom heap size.
If there is no negative effect then why not always have it enabled? Or if it is on will it render the game at for example 2x always anyway? Would be best to be able to detect retina displays…
As @sicher pointed out, it will not make any difference on non-retina displays, but render at a higher backbuffer size on retina/high-dpi displays (which means more pixels to render -> potential performance hit).