Develop and build playable ads with the Defold game engine!
This repository contains an easy-to-use script for the Gulp build system, which:
- Downloads bob.jar.
- Builds the project for the HTML5 platform using
bob.jar. - Combines all resources into a single HTML file. The binary of the Defold engine is compressed using Zstd and encoded with Base64.
☝ All you need is to be a little familiar with the command line. The script will do the rest on its own.
Open the build result - https://indiesoftby.github.io/defold-playable-ads/index.html. Also, you can put the link to it in the Ad Tester tool to check that it's a valid playable ad.
Please note that the example build doesn't use any external resources as required. The total size is less than 1 megabyte! In this example, BasisU Decoder, Physics, Live Update are disabled in the engine.
Feel free to ask questions: the topic about this asset is on the Defold forum.
| Tool Version | Defold Version | Status |
|---|---|---|
| 1.5.4 | 1.11.1 | Tested ✅ |
| Platform | Status |
|---|---|
| Google Ads | Supported ✅ |
| Supported ✅ | |
| Mintegral | Supported ✅ |
| Unity Ads | Supported ✅ |
| AppLovin | Supported ✅ |
| Moloco, Snapchat, etc | Not tested. Can be done on request ⏩ |
Use these platform tools to preview and validate the generated playable ad before submission:
- Facebook: Playable Ads Preview
- Google: HTML5 Validator
- Mintegral: Playturbo Review
- AppLovin: Playable Preview
- Unity Ads and IronSource: MRAID Validator
Platform integration is selected at runtime by the APIs injected into the ad webview: Facebook FbPlayableAd, Mintegral window.install, MRAID mraid.open, or Google ExitApi, in that order. Injected network APIs take priority over the bundled Google API so previews and builds used on other networks do not route their CTA through Google. MRAID may be exposed either as window.mraid or as a global lexical binding by a validator. MRAID startup integration additionally uses getState and addEventListener when available, while CTA routing only requires mraid.open. The plugin does not inject a fake mraid object or use the user agent to select the ad network; the user agent is only used to choose the iOS or Android store URL. Luna-specific events such as luna:build are only relevant when a playable is exported through Unity Playworks/Luna.
window.Playable provides a shared lifecycle for all platforms. gameLoaded() is reported once after the embedded archive is ready. The game should call gameEnd() when it reaches its packshot or final win/fail state. Calling install() first reports gameEnd() if necessary and then invokes the detected platform's CTA API. retry() forwards the optional Mintegral retry callback.
A playable ad is an interactive advertisement, mostly used to promote mobile games. A playable ad acts as a demo of the game (or product), allowing users to quickly play the game directly in the ad before downloading it.
Accepted sizes for HTML5 playable ad vary between ad networks:
- Facebook specifications for Playable Ads require that there be a single file for playable ad that contains all assets as part of that single HTML file and assets should be data uri compressed. Also playable asset size should be less than 2MB. And Facebook has started accepting .zip archives with up to 5MB since 2020.
- Google requires a .ZIP file with a maximum size of 5MB and no more than 512 files within the .ZIP. Plus .ZIP files can contain the following formats: HTML, CSS, JS, GIF, PNG, JPG, JPEG, SVG.
- AppLovin, and Unity Ads require a single HTML file. The maximum ad size is 5MB.
- Create a new project, develop some simple game mechanics for your ad. Or use a part of your project that you will advertise.
- Optimise your project according to the steps in the
How To Shrink Your Game Sizesection below. - Follow the simple steps in the
Usagesection and add the following code to your game to handle the call to action:
local function call_to_action()
if html5 then
html5.run([[
try {
// <!> The function is located in the `playable_ad/manifests/web/engine_template.html` file.
// <!> The function exists only when you build your project using `gulp`.
doClick();
} catch (e) {
console.warn(e);
}
]])
end
endSet the iOS and Android destination URLs in your project's game.project:
[playable_ad]
app_store_url = https://apps.apple.com/app/idYOUR_IOS_APP_ID
google_play_url = https://play.google.com/store/apps/details?id=YOUR_ANDROID_PACKAGEThe build injects these values into the final HTML as
window.PlayableData.URL_IOS and window.PlayableData.URL_ANDROID. MRAID
networks use the URL selected from the device user agent when the CTA calls
mraid.open(). The same values are used by the generic browser fallback.
The plugin's defaults point to AppLovin's playable-preview applications so an
example project can be tested immediately. Replace both defaults before
shipping a production creative. Google ExitApi, Facebook FbPlayableAd,
and Mintegral window.install normally use the destination configured in the
ad network rather than these embedded fallback URLs.
Tip
99% of playable ad build time with the script presented here takes a build on the remote Defold extender server. And usually it is about 1-2 minutes! So we advise you to develop your ad as a normal game and be pleased with super fast desktop builds. And only when you are ready to upload the playable ad to the ad system, then run the playable ad build script.
Follow these tips to decrease the resulting size of the HTML file significantly:
- Customize
.appmanifestto keep only the necessary parts of the engine. - Keep only the core mechanic of your game and all assets that it requires. Remove everything else!
- Install the latest version of the Zstd executable (i.e. Zstd 1.5.0 has better compression than Zstd 1.4.x).
Important
And, the last tip and the most important: set HTML5 heap size as small as possible (minimum is 32MB, default is 256MB) to allow your game to run on low-end Android devices.
You will need the following apps installed on your environment:
- Node.js 18 or newer.
- Java 21 (Defold >=1.9.8).
- Zstd 1.5 or newer.
- Gulp CLI.
Windows
- Download and install Java 21.
- Download and unpack Zstd for Windows 64-bit. Add the path to the
zstd.exeexecutable to the PATH environment variable. Also, you can just putzstd.exein theplayable_adfolder - the script will use it from here. - Download Node.js Windows Installer (.msi) for 64-bit and install it.
- Open
cmd.exeand run to install Gulp CLI:
npm install --global gulp-cli
[!NOTE] We recommend using Windows Terminal to see the coloured log. If you use PowerShell to run your scripts, run
gulp --no-colorto avoid the problem when the text colour matches the background colour.
Ubuntu/Debian or Windows Subsystem for Linux (WSL)
sudo apt install --no-install-recommends openjdk-21-jre-headless nodejs npm zstd
npm install --global gulp-cli
macOS
Install brew and paste that in a macOS Terminal prompt:
brew install node@18
brew install openjdk@21
brew install zstd@1.5.7
npm install --global gulp-cli
Copy the playable_ad folder into the root of your project and the .defignore file. Then, in the command line:
cd your_project_folder
cd playable_ad
npm install
gulp
npm install installs required NodeJS packages (run it only once!).
gulp builds the project into a single HTML file.
The resulting HTML file is located at /playable_ad/build/output_wasm-web/YOUR_PROJECT_TITLE/YOUR_PROJECT_TITLE.html.
If a custom HTML template references packshot files named logo.png or
playnow.png, put them in /playable_ad/packshot. The build copies any that
exist into the intermediate bundle and then embeds their CSS url(https://github.com/...)
references as Base64 data URIs. The packshot directory and either file are
optional.
You can pass the following arguments from the command line to the script:
--architectures <arg> Comma separated list of architectures to include: wasm-web.
--embed-archive-js <arg> Embed `_archive.js` file: true/false (default = true).
--engine-sha1 <arg> Set sha1 of a specific version of the engine to be used (stable version by default)
--admob Build for AdMob with Google's external exitapi.js script.
# The following arguments passed to Bob.jar as is:
--build-server <arg> The build server (default = https://build.defold.com).
--settings <arg> Path to a game project settings file. Only one occurrance is allowed.
--variant <arg> Specify debug or release (default = release).
--texture-compression <arg> Use texture compression as specified in texture profiles (default = true).i.e. run gulp --embed-archive-js=false to build a playable ad with the two files:
/playable_ad/build/output_wasm-web/YOUR_PROJECT_TITLE/YOUR_PROJECT_TITLE.html/playable_ad/build/output_wasm-web/YOUR_PROJECT_TITLE/YOUR_PROJECT_TITLE_archive.js
Standard builds omit Google's external exitapi.js reference and remain
self-contained for Mintegral, Facebook, and MRAID-based networks. For AdMob,
run gulp --admob; this retains the literal exitapi.js script required for
ExitApi.exit(). Do not use --admob for other ad networks.
MIT.
The splash uses an image from iconfinder.com.
The included music credits:
Silly Intro by Alexander Nakarada | https://creatorchords.com
Music promoted by https://www.chosic.com/free-music/all/free-music/
Attribution 4.0 International (CC BY 4.0)
https://creativecommons.org/licenses/by/4.0/
