$10 eCPM GUARANTEED. Meet RevMob!

Getting same errors with 3.1.0 where can I download 3.0.4?

Thanks [import]uid: 54770 topic_id: 25797 reply_id: 121108[/import]

Hello!

I’m using storyboard in my game, and I want to show a banner in the menu.
This basically works. However, if the user presses the start button before the banner has appeared, it will appear in the game scene.
Is there a possibility to avoid this?

Thanks in advance!

Best regards,
Bjoern [import]uid: 115787 topic_id: 25797 reply_id: 121138[/import]

@guischv ,

Do you know what is happening with RevMob`s Ads?

Because I`ve noticed that all my apps (LIVE) are not showing the ads anymore for whatever reason.

PS: Its happening today (08/25/12) only because yesterday I was getting ads normally. Thank you in advance for any idea about why it is happening today. Cheers, Rodrigo. **EDIT:** Investigating the issue I said above, Ive noticed also that the RevMobs Ads for my Android Live apps are running OK as expected but the iOS ones arent. Also, Ive found that when running the app project into the Corona Simulator the RevMobs ads does show correctly (even simulator) but when building the app for the device, well, no way to get RevMobs Ads displayed! :( Also, Ive plugged the device in the Mac and got in the console the follow error message when trying to display the ads: [lua]: libMobileGestalt computeUniqueDeviceID: total time for bb to return imei: 0[/lua]

So, it is all I have for now as info for you. I hope that this problem about showing the iOS RevMobs ads get solved soon. (maybe it isnt a real problem and only a hiccup on the RevMob`s network).
[import]uid: 89165 topic_id: 25797 reply_id: 121174[/import]

@guischv ,

Nevermind. It has started working as expected suddenly again!

So, I think it was really a hiccup only.
Cheers,
Rodrigo. [import]uid: 89165 topic_id: 25797 reply_id: 121202[/import]

It doesn’t work, I mentioned this some time ago in the forums it was never addressed. [import]uid: 75779 topic_id: 25797 reply_id: 121241[/import]

@rmckee: it is working in older builds. [import]uid: 90610 topic_id: 25797 reply_id: 121256[/import]

Hi,

I’m trying to implement the RevMob.openAdLink() but I cannot get it to work.

in main.lua I have:

RevMob.startSession({ [“Android”] = “xxxxxxxxxxx”, [“iPhone OS”] = “xxxxxxxxxxxxx” })

This is the “tap” event listener:

local function adTapOn (event)
if event.target.id == “adYesBtn” then
RevMob.openAdLink()
elseif event.target.id == “adNoBtn” then
resultsGroup.isVisible = true
end
end

adYesButton:addEventListener(“tap”, adTapOn)
adNoButton:addEventListener(“tap”, adTapOn)

Did I forgot something? And can anyone confirm that the openAdLink() is actually working?
btw. if i try RevMob.showPopup() it works fine!
[import]uid: 106768 topic_id: 25797 reply_id: 121235[/import]

My revenue has been declining during the last several days. Today, have been getting around 50 installs on approximately 4,000 impressions (with a strong install rate of approximately 3.7%, but eCPM around $4) and a revenue of around $15 for today. I have noticed that is this due to a big number of $0.02 installs. Just wanted to see, if possible, if the community here is experiencing the same decline in revenue, or this is a problem specific to my app. I recall that Gui mentioned recently that $0.02 installs will gone away, but it looks like at the moment they are very strongly effecting the eCPM for my app. Would be grateful, if the community here could share their respective recent stats, or at least their view on the recent trends in revenues. I am relying heavily on RevMob as my family income stream, and the decline in revenue worries me and makes me think whether I need to look for other solutions if the revenues will be declining further. Hope this is an app specific problem, or just a temporary downtime, as I like the team behind RevMob and the network they’ve created. Have a good day everyone. [import]uid: 173746 topic_id: 25797 reply_id: 121272[/import]

@levadmob i have also notice a very sharp decline since ive first implemented revmob. i believe allot of factors are to blame. many installs as you’ve stated have low pay outs. also ive notice a campaign for hotels.com HD app which is not a game. so when users are presented this download the results are not targeted…because both the popup and full screen say “download a free GAME” not app.

im treser2 on irc [import]uid: 58777 topic_id: 25797 reply_id: 121275[/import]

I too have noticed that my income took a nosedive this weekend. Getting more impressions than ever but low payments per install. [import]uid: 79620 topic_id: 25797 reply_id: 121277[/import]

(deleted) double post :stuck_out_tongue: [import]uid: 79620 topic_id: 25797 reply_id: 121278[/import]

I have an app with a fairly small amount of downloads (about 550) and I have several thousand impressions with revmob and only 2 installs with over 250 clicks… nice 10$ eCPM guarantee… you guys got any tips or shall i go back to inneractive? [import]uid: 164950 topic_id: 25797 reply_id: 121283[/import]

@levaadmob
I also have the same problem with your, right now, recently my eCPM down to average under $2-$3
yesterday. I find the eCPM under $1 , So I check the detail information. I find a lot of installations only get 0.02, If this case only happen sometime that’s fine.
But yesterday,It seems a lot of app installation pay only 0.02 ~ 0.04 . this payment is too low. the each click banner ad(Admob ) also have this income…
I also hope RevMob have some improvements on this…
If the installation only got 0.02 - 0.04 , I think it would be a big problem.
Here is my one report of my app yesterday …

Day Impressions Clicks Installs IR CTR eCPM Revenue
2012-08-27 68 36 0 0.00% 52.94% $0.00 $0.00
2012-08-26 1,682 775 19 2.45% 46.08% $0.53 $0.89
19 installations only got $0.89 …

2012-08-26 109 45 4 8.89% 41.28% $0.73 $0.08
4 installations got $0.08

these are all in iOS but not Android .

I hope we are just special case …
Today I see 0.02 show up again … :frowning: [import]uid: 143797 topic_id: 25797 reply_id: 121297[/import]

I changed code to following:

– Begin You may add this code in the main.lua file
require ‘revmob’

local function revmobad ( event)
local banner = RevMob.createBanner({x = display.contentWidth/2, y = display.contentHeight - 25, width = 320, height = 50 })
end
RevMob.startSession({ [“Android”] = “Android App Id”,[“iPhone OS”] = “xxxxxx” })
timer.performWithDelay (1000,revmobad)

Started working. Just added a delay before making the createbanner call.

Have fun. [import]uid: 54770 topic_id: 25797 reply_id: 121305[/import]

Thanks very much everyone. Forgot to mention that my app is an iOS one. My impressions also increased recently since I’ve run a big campaign in several countries, outside the US, and thought that the problem may relate to the fact that installs in those countries produce low eCPM, and thus an average eCPM would low. I now see based on your answers that it’s not my app specific problem, but that there has been a general decline due to a large number of $0,02 installs. I also agree about the Hotel app. Even if they had a decent per our per install, it’s difficult to see how they fit into the full screen, more games or normal banners. Users will just be confused, and will first blame the apps and developers behind them, and I doubt there will be much downloads, since this would be an unrelated campaign for game, entertainment users. I hope to hear some feedback from Gui, as we can see that it’s not a one-guy specific problem. [import]uid: 173746 topic_id: 25797 reply_id: 121320[/import]

@guischv / RevMob

Can someone from Revmob explain what is going on in regards with the $ 0.02 installs?

If this will be the normal install rate then there’s no reason to use Revmob anymore. I can use admob, inneractive, inmobi, etc…
Furthermore the developers should have the possibility to exclude the 0.02 ads. The ads can be quite annoying so I do not want to bother my users for only 0.02 cents per install.

Ivke

[import]uid: 106768 topic_id: 25797 reply_id: 121335[/import]

@Tomas_Aboites – good idea. Please explain how we can do that!

@levadmob, @BrightWaveGames, @rebelwax, @intoitgames, @codingcake, @ivke2006 – OK, this is happening in the entire network due to a low number of campaigns. We’re currently adding more and more campaigns, so the eCPM should go back again really soon. We’re also taking steps to prevent this from happening in the future. Thanks, and sorry for the inconvenience! [import]uid: 137117 topic_id: 25797 reply_id: 121354[/import]

@blomjens1: yes, it is correct. the “ids” I meant REVMOB_IDS

@poon and @Tomas_Aboites and @iphonedev: thanks for reporting. We release the 3.1.1 version with this bugfix.

@bjoern: The banner call is asynchronous. You can try local banner = RevMob.createBanner({adListener = yourFunctionThatReceiveAnEvent}). And try to keep the reference of banner, so you can hide or release it in the future (another scene maybe)

Regards [import]uid: 157102 topic_id: 25797 reply_id: 121355[/import]

@ivke2006: open ad link may not work in the simulator. Have you tried in a device? Could you send us more details (logs etc)? Trying contact us by email: sdk at revmob.com

Regards [import]uid: 157102 topic_id: 25797 reply_id: 121356[/import]

Hi, I’m working on implementing ads for one of my games and would like to incorporate revmob as one of the networks. however, in its current state, where the number of campaigns is fairly low, it becomes economically unwise to use.
the more publishers you have over the limited amount of campaigns, the less likely to get users which were not already exposed to the entire campaign list, therefore - eCPM will drop to 2cents most of the time (meaning populated by your house apps).

If you can provide a min fee criteria in your API or instead allow to define if we want a 100 fill rate or only paying campaigns, then it makes sense to add the network as a provider. I can monitor and dynamically update the rating for each network according to its running eCPM.

Thanks [import]uid: 118978 topic_id: 25797 reply_id: 121363[/import]