$10 eCPM GUARANTEED. Meet RevMob!

I think I found a bug in the newest RevMob SDK. In fullscreen ads on an iPad, the image is not centered and the close button is off the right side of the screen and therefore not visible. Have not tried with a real iPad, but this is definitely the case with the simulator.

Relevant part of config.lua:
width = 320,
height = 480,
scale = “letterBox”,

Relevant part of build.settings:
orientation = {
default = “portrait”,
supported = { “portrait”, “portraitUpsideDown” }
}, [import]uid: 92621 topic_id: 25797 reply_id: 113179[/import]

@poon: all fine here, on device and simulator. but my app is in landscape mode. that might be the reason? [import]uid: 90610 topic_id: 25797 reply_id: 113180[/import]

@nick_sherman,

Does the revenue data come from just one app “Love Bucket” in iOS only ? It is pretty impressive if the revenue was generated by just one app. [import]uid: 42593 topic_id: 25797 reply_id: 113190[/import]

@jinwchen

Yes, that data is just from one app. Revenue from my other apps combined is less than half of this.

I’m not getting carried away by it though, as I think the app store is largely a lottery if you haven’t got the marketing budget to crowbar your way into the charts.

It is encouraging though, that if you are lucky enough to have an app make even a minor impact in just one territory (this app peaked at 3,000 downloads per day in Saudi Arabia), revmob will help you monetise that ‘success’.

And it’s exciting to think the money that could be made if you can create a free app that gets 100,000 or 1,000,000 downloads… [import]uid: 93133 topic_id: 25797 reply_id: 113191[/import]

@RevMob: sometimes i get a nil error at line 132, jsonResponse. and i think that, if i click on the close icon, the click event still gets propagated further. can you add a return true there? otherwise people are also clicking buttons behind the popup.

thanks! [import]uid: 90610 topic_id: 25797 reply_id: 113199[/import]

I don’t know whether I made the right decision to switch to RevMob or not. The average revenue per install for Android device is dropping so much for 7 days on Google Play:

Day 1 - $1.35
Day 2 - $1.17
Day 3 - $0.90
Day 4 - $0.91
Day 5 - $1.06
Day 6 - $0.45
Day 7 - $0.22

It looks the first day gave higher average revenue, then it kept dropping. The revenue is not better than my Inner-active revenue now. :frowning:

Updated on 6/26/2012
The average revenue per install did come back up as follows:

Day 8 - $0.84
Day 9 - $0.86
Day 10 - $0.82
Day 11 - $0.76
Day 12 - $0.91

For the overall experience, the RevMob did bring me more revenue than other ads so far.
[import]uid: 42593 topic_id: 25797 reply_id: 112647[/import]

Guys that’s great news, we’re looking into the minor glitches but overall the new Fullscreen ad should drammatically increase your eCPM (3 times more on iOS and 6 times more on Android, at least that’s what we had in our apps).

Thanks a lot for your help and let’s kick ass!!!

Also, we got word from Corona and we’ll have a call on Friday to discuss native integration. Thanks A LOT for all your help! The guy that contacted me checked out the forum so your feedback was REALLY IMPORTANT for this process to begin. I’ll keep you posted!

PS: make sure you show the ads when the app is opened, including after multitasking (for that you can use the code I provided in a previous post) [import]uid: 137117 topic_id: 25797 reply_id: 113282[/import]

@gui
recently. my customer complain that when they click Yes,sure to get a free game , system just open browser with url htt://www.revmob.com . but the pop up still show up every time.
as you say. this case that the device have install a lot of free games from you.
But we can’t check this case to disable pop- up again.
Can you improve sdk or your system. when user’s device in this case would not show up the pop-up until user have new free app to download

[import]uid: 143797 topic_id: 25797 reply_id: 113285[/import]

@RevMob
Full screen ads - Please make them so that the OK button and the X buttons are the only touch sensitive areas on the screen. We are testing and this is so fast at detecting touches that it is registering false positives which will infuriate our client base. [import]uid: 140147 topic_id: 25797 reply_id: 113290[/import]

@guischv

One of the recurring thing I see on all the revenue numbers shared here, is that if an app has a lot of downloads then it can make a tremendous amount of money using Revmob. The issue is for apps that do not have much downloads to begin with. In that case, I have a feeling that it will be a struggle to make any money (using Revmob or not ) So the BIG question is no longer just about trying to maximize Revmob impressions (like opening the popup at each app start and so on) but more on the line of "how to get more downloads? in the first place. The number of install apps will always limit the potential revenue that one can get from using Revmob.

i see for instance that Turtle Run (an amazingly polished and fun game by the way) gets 700+ downloads a day! How can we achieve this type of daily downloads? Or even close to it. Of course the game itself is a winner and deserve that type of daily downloads but is 700+ per day a normal download rate for free to play “regular” app?

Of course I am just musing here, on how we can achieve a larger daily download of our apps so we take fully advantage of Revmob monitization system. It is of course not Revmob job to do the app marketing for us but given your massive success with Revmob and Ants Smasher (just one example) I am extremely curious (and I am sure i am not the only here:) on you would approach getting more downloads so to maximize Revmob benefit. This of course will be win/win for both of us. We get more revenue, and Revmob gets more advertisers (and fame)!

In event, I am gratefully to you guys for giving us a potentially amazing tool for making money with our Corona apps!

THANK YOU

Mo
(LairdGames) [import]uid: 100814 topic_id: 25797 reply_id: 113297[/import]

@MO
* Make quality Apps
* Always have a MORE GAMES button that features your other games --> You are creating your own network of Apps.
* When you release a new App notify your current users through push notifications or similar that it has been released. This will drive downloads and rank improvement to your new app.

I got these tips from some very successfull people in the App industry. [import]uid: 125239 topic_id: 25797 reply_id: 113300[/import]

Hi All,

What about these ideas. We have great tool to monetize apps. If we have large users base then we can use revmob in very effective way and do not complain about low revenues.We could create specific thread on forum only to share knowledge how to:

  1. create apps that are strictly designed to be used with revmob and only with it
  • free,
  • look similar to those farming games to get better IR,
  • with no IAP to get better CTR,
  • simple endless gameplay that can drive number of impression for existing users, not only for new users to get better eCPM at average.
  1. share resources together to make this happen, we can share review or rate on facebook, why not localization or even some graphic / sound resources ?

  2. create a eBook that is a comics in “Corona” world with characters made from our avatars or games. So links to websites or games are hidden somewhere in the comics. This would be a one big product placement but still have value to customer, so good graphcis or fun is a must.

  3. develop some games under common brand ? Many projects with individual owners but same brand everywhere.

OR

  1. pay dozens of $$$ for marketing and promotion :slight_smile:

Just my two cents…

Tom [import]uid: 111283 topic_id: 25797 reply_id: 113365[/import]

@ Mo

Try getting reviewed… This will keep you busy… 167 review sites
http://maniacdev.com/2012/05/ios-app-review-sites/

Some want you to pay for ‘expedited review’. Consensus says don’t pay.
[import]uid: 75779 topic_id: 25797 reply_id: 113379[/import]

@LairGames,

One of things I learned from my app for increasing the download of app is “Keyword”. I listed a bunch of keywords for my app. But I found that there is a specific one which is very important to my app. If I dropped the specific keyword from my keyword list, then the number of download will decrease significantly (from 100% down to 20%). If I put the specific keyword back to the keyword list, then the number of download will come back up again. Now the problem is Apple does not allow you putting any keywords you want on your keyword list. They are more stricter in reviewing your submission now. So how to put up hot keywords on your keyword list will be up to your tricks and luck. [import]uid: 42593 topic_id: 25797 reply_id: 113380[/import]

@lamargodev0 – right now, the very large clickable area is expected and increases eCPM. However, we’re running some tests to determine how much the eCPM actually increases and if this is worth doing. Thanks for the advanced feedback though.

@LairdGames – Mo, that’s a great question. Well, of course making high-quality apps and try to stimulate retention of your current users will help. To do that, use techniques like:

  • A/B Testing
  • Fill a current need. Don’t come up with a solution searching for a problem, preferably the other way around. Don’t come up with a game you love to play, but with a game people all over the world will love to play. So, basically this is what matters: try to identify current needs and what ideas are already working.
  • Make sure there are no bugs/crashes

Also, you can consider doing some marketing investments:

  • Get blogs to review your apps
  • Buy installs from advertiser-friendly networks
  • Ask reviews from your users

But overall I agree with @Bladko that this subject deserves a new thread on the forum.
[import]uid: 137117 topic_id: 25797 reply_id: 113387[/import]

@guischv

Ok that would be fine but once the ad has shown once then the subsequent times in the same session it detects touches without being touched. What is happening is that the screen goes to a game over scenario and then displays the popup. The user then clicks close or OK and then the next time they go into game over it doesnt show anything at all it just opens the browser on the device…

This needs remedied before we can go live. Ill also add that we like your business model and are looking to advertise our app with you once we get it back online. [import]uid: 140147 topic_id: 25797 reply_id: 113419[/import]

I have also noticed that on subsequent shows of the full-screen ad, the ad seems to get clicked automatically. We have had to disable full-screen for now because of this bug. [import]uid: 92621 topic_id: 25797 reply_id: 113420[/import]

I just rejected my app because of the mentioned bug above. would be nice if you could fix that asap, thanks! [import]uid: 90610 topic_id: 25797 reply_id: 113432[/import]

@lamargodev0, @poon, @dingo – we uploaded a new SDK that supposedly fixes all the issues. Also, you can pause/run your apps whenever you want, including when they are in review at Apple.

All, please download and integrate the newest Fullscreens. We corrected all of the bugs.

Thanks A LOT for your support guys, you’ve been pivotal in getting this to work successfully! Now let’s reap the huge Fullscreen eCPMs!!! [import]uid: 137117 topic_id: 25797 reply_id: 113564[/import]

@guischv,

You mentioned about “pause/run” button on RevMob’s page for each app id. How does the button work ? I did not see the instruction on RevMob page to explain the function of button. If it is paused, will the popup not show at all even the popup was called in lua program or just no response if the user click on popup ? [import]uid: 42593 topic_id: 25797 reply_id: 113567[/import]