Has anyone got ads working on iOS? I've been trying and I can get test ads and real ads to show up for AdMob on android.
I can only get test ads to show up on iOS though, no real ads. If I attach an event listener it always gives the AD_DISMISSED event before it gieves me the AD_FAILED event.
Really? I make it works in my upcoming game after google to fix some bugs. It works perfectly on android and works fine on ios with some bugs. Still looking forward to stable version from @ar2rsawseen :P
@unlying I am coding IAP function and will submit it soon. But I glad to share with you some code that i make "walk around" :P (I spent a day to resolve it!) Ah, or did you mean that apple do not allow to submit your game that using adsinterface? By the way, as i said, still waiting for the stable version from @ar2rsawseen
@larf yes i am using ads interface plugin in AdsTest project. As i remember, I need to add -ObjC to Other Linker Flags (In build setting tab), and the plugin sometime show error exc_bad_access in setKey/getKey function so I always call admob:setKey() before call admob :showAd()
@vitalitymobile That's interesting, I can see from your screen shot that you are recieving real ads. Have you tried it on a real iOS device, not the emulator? My mac is too old to run anything on the emulator so I always use a device to test.
I have the -ObjC flag and I always call setKey() before showAd() and I'm still not able to receive any real ads. I'll try your xcode project on and compare it to mine to see if I can find something you're doing different.
Edit: Actually I tried it on the simulator, works well enough for simple tests. I get the same result. Test ads only. Real ads fail.
I should mention that what I've been trying to do is build an iOS player with the ads interface, not an app for distribution. I'm not sure if that makes any difference.
@larf I am only trying to build and test on emulator and then on real device, not in iOS gideros player. But I think they are the same... Bellow are screenshot that capture from real iphone 3gs device. So I think you should re-check your admob id (is this for iphone or android...) and maybe it takes sometime to active and serve ads!
@vitalitymobile I have no problem getting real ads with andoid. It's just iOS that I'm having a problem with.
I tried your AdsTest project on my mac and it worked! So there must be something I'm doing wrong in my xcode project. I'll see if I can figure it out Thanks!
@larf then it sounds it is something with your admob account, you probably need to specify that you want to use ios app and provide the key specific to your ios app
Most probably, but will try to test it Lots of frameworks, like Flurry and many ad frameworks became backwards incompatible because of sudden change in Apple thoughts of restricting UDID usage.
That sucks. It means that if we want to monetize our apps with ads we basically have to drop support for devices older that iPhone 3gs. But, I guess when Gideros adopts OpenGL ES 2.0 we would have to do that anyway.
Yes you are right, and Apple wishes for developers to stop supporting, so users of old devices should upgrade faster to newer once But on the other hand, ios5 > version distribution is around 0.5% http://david-smith.org/iosversionstats/
Yeah, Apple wants everyone to buy a new device every year or two it seems. Google doesn't seem to care as much about device sales because they don't they don't produce devices like apple does.
Seeing that chart makes me feel much better about not supporting iOS 4 anymore. It looks like iOS 4 users are less that 1% on most iOS devices
Now about Tapjoy rewards, so how does they actually work. If they are like AdColony ones, where it is simply another ad type and you get notified of event when user finished the task and need to update the currency internally for some arbitrary amount (which you decided on your app side and is not passed through the event from) that is doable. So anyone has any experience with TapJoy and can share?
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I've been trying and I can get test ads and real ads to show up for AdMob on android.
I can only get test ads to show up on iOS though, no real ads.
If I attach an event listener it always gives the AD_DISMISSED event before it gieves me the AD_FAILED event.
Any ideas @ar2rsawseen or @MobAmuse
Likes: larf
Likes: larf
Likes: larf
Ah, or did you mean that apple do not allow to submit your game that using adsinterface?
By the way, as i said, still waiting for the stable version from @ar2rsawseen
(Remove source code attached)
Likes: larf
@vitalitymobile are you using ads interface in your AdsTest? What kind of trouble did you have to get it working? And how did you resolve it?
It will be awesome @ar2rsawseen get's ads interface to stable version. Looking forward to that
Likes: vitalitymobile
I have the -ObjC flag and I always call setKey() before showAd() and I'm still not able to receive any real ads. I'll try your xcode project on and compare it to mine to see if I can find something you're doing different.
Edit: Actually I tried it on the simulator, works well enough for simple tests. I get the same result. Test ads only. Real ads fail.
Likes: vitalitymobile
But I think they are the same...
Bellow are screenshot that capture from real iphone 3gs device. So I think you should re-check your admob id (is this for iphone or android...) and maybe it takes sometime to active and serve ads!
I tried your AdsTest project on my mac and it worked! So there must be something I'm doing wrong in my xcode project. I'll see if I can figure it out Thanks!
"- Apps are not permitted to access the UDID and must not use the uniqueIdentifier method of UIDevice"
Likes: vitalitymobile
Likes: vitalitymobile
Lots of frameworks, like Flurry and many ad frameworks became backwards incompatible because of sudden change in Apple thoughts of restricting UDID usage.
So most probably AdMob will not be the only one
But on the other hand, ios5 > version distribution is around 0.5%
http://david-smith.org/iosversionstats/
Seeing that chart makes me feel much better about not supporting iOS 4 anymore. It looks like iOS 4 users are less that 1% on most iOS devices
version 0.96
Android Tapjoy removed dailyrewards (deprecated)
Android updated Tapjoy SDK
IOS added Tapjoy support
IOS updated Admob SDK (IOS 7 compatible)
IOS removed UDID usage from Admob Interface
IOS updated InMobi SDK (IOS 7 compatible)
IOS updated HeyZap SDK (IOS 7 compatible)
IOS updated AdColony SDK (IOS 7 compatible)
Updated Gideros example project
Updated Ads Interface Usage Matrix
If they are like AdColony ones, where it is simply another ad type and you get notified of event when user finished the task and need to update the currency internally for some arbitrary amount (which you decided on your app side and is not passed through the event from) that is doable.
So anyone has any experience with TapJoy and can share?