Nice additions, will note and update in next version. There are so many measures in Android, px, dip, dpi, etc, sometimes get really confused in them
Additionally what do you think about method to set information about user (gender, age, location, etc) would it be useful? does someone use it?
About cache interstitials, I would rather keep interface simple and do it automatically internally, rather than making it more harder for users, so let me check TapForTap again for such method
I personally have never used methods for setting user info. And what do you mean do it automatically? Like cache an interstitial for every ad network being used? Seems like a huge waste of bandwidth and device resources. I personally think a cache interstitial method would be optimal. Just my 2 cents.
@amaximov not to simply to all automatically But only when you request an interstitial, when it is received, I'd cache it. So you need to initiate specific framework and request an interstitial for it. and it would be automatically cached (if that is supported by framework) wouldn't that be optimal?
Oh ok. Do you mean all calls to showAd("interstitial") after the first one would have a cached ad? Seems nearly perfect except that showing the first ad might have latency. In my game I show interstitials in the end game menu. However there is also a restart button there and one of my testers reported seeing a fullscreen ad midgameplay presumably because it finished loading too late after they hit restart.
In the install.html file in the ads plugin it says copy the res folder, but there is no res folder?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
I noticed that in the actual vungle sdk there is a command:
VunglePub.isVideoAvailable();
This is useful to display a button or not, is there a similar command in the plugin?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Also what is ther difference between a video for currency and just a video?
I was thinking of using a 'video button' to allow the user to reduce the amount of time needed before that can play another game, should I use video for currency for this or just a plain video?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
v4vc provides a callback if player successfully finished watching the video, or else they can just open it and close it. And it is recommended to use if you are rewarding user for watching video
And unfortunately isAdAvailable method would only be supported by Vungle and AdColony thus not implemented. In my app I always show the watch video button, but give message like "Sorry no more video available" on ad failed event
AdColony have update their sdk (now v2) - maybe it has this function now?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
I'm putting both advert systems in, if vungle fails then it will try adcolony.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
yes good idea And I already have so many things to work on ads interface, then will probably release another version soon, and should probably go over all sdks and see if there are any updates on them
I decided to use vungle (as it caches) then if that fails I use heyzap - they seem to always have something available, but if that fails I display a message. adcolony didn't seem to have any videos available at all, even in test mode - it didn't even report a message saying no video, it just dismissed immediately.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
I had used adColony in one of my game and yes i must say it is very good if you really want to go with video ads not used vungle so can't give comparison.
@ar2rsawseen I've had some progress with adding interstitial preloading functionality to the plugin. I have made a "cacheAd(...)" method on iOS that successfully preload interstitials for Tap-for-Tap, RevMob, and Chartboost. I've sent you an email with my modified code that you can checkout.
One question though: Is it possible that you could provide the Android JNI source code for AdsInterface ".so libs"? That way I can try to do something similar on Android side and share with you
i just got an email from amazon, which might be interesting for some. is 1.5 cpm a good offer btw? i never put ads in my app, so i don't have any info about what one should expect.
"Dear Developer,
As we continue to expand our Amazon Mobile Ads service we are excited to announce a new opportunity for you to earn a guaranteed rate of $1.50 CPM on banner ads during March and April 2014.
Download the latest version of the SDK here. Integrate the Amazon Mobile Ads API into your app* and send the first ad request between February 4th and April 30th, 2014. If you don't have an app on Amazon yet, it's easy to get started. Test your app using our updated testing service and submit it to us for free. Earn $1.50 or more for every 1,000 qualifying impressions displayed on the app during March and April 2014 (up to 2 million impressions per app per month).
* Existing apps already sending ad requests do not qualify. Existing developers who integrate the Amazon Mobile Ads API into another app for the first time will qualify. Qualifying apps may be distributed through other Android stores as long as they are distributed through Amazon.
Best Regards, Amazon App & Services Distribution Team"
I'm actually almost ready with the changes for Android, which include updating SDKs for all for all ads interfaces and to have loadAd - preload add without actually showing it showAd - show preloaded ad (or load it if it was not loaded before) hideAd(type) - hide specific ad, not all ads as before and all ad events will now contain ad type property to which it is related
I only need to retest everything on android and then will jump to IOS and will probably look at @amaximov changes and incorporate them
Yes, unfortunately, they have the same namespace. I've already implemented AdMob from Google Services in new AdsInterface version, but as I said did not publish it yet, because need to do more tests and also convert IOS version.
I actually hate that they are doing it. Because now Admob won't work on devices, which won't have Google Play Services (as kindle etc) and instead will bother my users to download the Google Play Service. That is unacceptable for me and I will be taking admob from my games in August (when old Admob lib stops working).
But for the developer's who still willing to use Admob, AdsInterface will support it, no worries Just sharing my frustration.
so basically fillrate is very low however it might be possible that currently they have improved and have good fillrates. i always use admob and currently my average ecpm for last 2.25 year is 1$ with almost 100% fillrate
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
I'm trying to build adcolony with XCode5 however I encounter the following error:
Undefined symbols for architecture armv7: "_OBJC_CLASS_$_MFMailComposeViewController", referenced from: objc-class-ref in AdColony(ADCMRAIDCompanionAd.o) objc-class-ref in AdColony(ADCDeviceData.o) "_OBJC_CLASS_$_MFMessageComposeViewController", referenced from: objc-class-ref in AdColony(ADCMRAIDCompanionAd.o) "_OBJC_CLASS_$_MPMusicPlayerController", referenced from: objc-class-ref in AdColony(ADCAd.o) ld: symbol(s) not found for architecture armv7 clang: error: linker command failed with exit code 1 (use -v to see invocation)
I'm always getting this error (using luaJit in case that makes a difference?)...
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Ignore that last point, they magically started working again. Must have been chartboost.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Comments
There are so many measures in Android, px, dip, dpi, etc, sometimes get really confused in them
Additionally what do you think about method to set information about user (gender, age, location, etc)
would it be useful?
does someone use it?
About cache interstitials, I would rather keep interface simple and do it automatically internally, rather than making it more harder for users, so let me check TapForTap again for such method
https://play.google.com/store/apps/developer?id=Into-It+Games
http://appstore.com/LidiaMaximova
But only when you request an interstitial, when it is received, I'd cache it.
So you need to initiate specific framework and request an interstitial for it. and it would be automatically cached (if that is supported by framework)
wouldn't that be optimal?
https://play.google.com/store/apps/developer?id=Into-It+Games
http://appstore.com/LidiaMaximova
https://deluxepixel.com
Likes: SinisterSoft
VunglePub.isVideoAvailable();
This is useful to display a button or not, is there a similar command in the plugin?
https://deluxepixel.com
I was thinking of using a 'video button' to allow the user to reduce the amount of time needed before that can play another game, should I use video for currency for this or just a plain video?
https://deluxepixel.com
And unfortunately isAdAvailable method would only be supported by Vungle and AdColony thus not implemented. In my app I always show the watch video button, but give message like "Sorry no more video available" on ad failed event
https://deluxepixel.com
https://deluxepixel.com
And I already have so many things to work on ads interface, then will probably release another version soon, and should probably go over all sdks and see if there are any updates on them
Likes: SinisterSoft
https://deluxepixel.com
Likes: SinisterSoft
One question though: Is it possible that you could provide the Android JNI source code for AdsInterface ".so libs"? That way I can try to do something similar on Android side and share with you
https://play.google.com/store/apps/developer?id=Into-It+Games
http://appstore.com/LidiaMaximova
"Dear Developer,
As we continue to expand our Amazon Mobile Ads service we are excited to announce a new opportunity for you to earn a guaranteed rate of $1.50 CPM on banner ads during March and April 2014.
Download the latest version of the SDK here.
Integrate the Amazon Mobile Ads API into your app* and send the first ad request between February 4th and April 30th, 2014. If you don't have an app on Amazon yet, it's easy to get started. Test your app using our updated testing service and submit it to us for free.
Earn $1.50 or more for every 1,000 qualifying impressions displayed on the app during March and April 2014 (up to 2 million impressions per app per month).
* Existing apps already sending ad requests do not qualify. Existing developers who integrate the Amazon Mobile Ads API into another app for the first time will qualify. Qualifying apps may be distributed through other Android stores as long as they are distributed through Amazon.
Best Regards,
Amazon App & Services Distribution Team"
Fragmenter - animated loop machine and IKONOMIKON - the memory game
loadAd - preload add without actually showing it
showAd - show preloaded ad (or load it if it was not loaded before)
hideAd(type) - hide specific ad, not all ads as before
and all ad events will now contain ad type property to which it is related
I only need to retest everything on android and then will jump to IOS and will probably look at @amaximov changes and incorporate them
I've already implemented AdMob from Google Services in new AdsInterface version, but as I said did not publish it yet, because need to do more tests and also convert IOS version.
I actually hate that they are doing it. Because now Admob won't work on devices, which won't have Google Play Services (as kindle etc) and instead will bother my users to download the Google Play Service. That is unacceptable for me and I will be taking admob from my games in August (when old Admob lib stops working).
But for the developer's who still willing to use Admob, AdsInterface will support it, no worries Just sharing my frustration.
you can read this thread for some clarification
http://www.giderosmobile.com/forum/discussion/3612/monetize-your-app-and-get-a-kindle-fire-hd/p2
so basically fillrate is very low however it might be possible that currently they have improved and have good fillrates. i always use admob and currently my average ecpm for last 2.25 year is 1$ with almost 100% fillrate
https://developers.heyzap.com/docs/ios_sdk_video_ads
https://deluxepixel.com
Undefined symbols for architecture armv7:
"_OBJC_CLASS_$_MFMailComposeViewController", referenced from:
objc-class-ref in AdColony(ADCMRAIDCompanionAd.o)
objc-class-ref in AdColony(ADCDeviceData.o)
"_OBJC_CLASS_$_MFMessageComposeViewController", referenced from:
objc-class-ref in AdColony(ADCMRAIDCompanionAd.o)
"_OBJC_CLASS_$_MPMusicPlayerController", referenced from:
objc-class-ref in AdColony(ADCAd.o)
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)
-ObjC
-fobjc-arc
I'm always getting this error (using luaJit in case that makes a difference?)...
https://deluxepixel.com
https://deluxepixel.com
Checking if video is available is also an important feature, I hope we can have them in future for video ad network.