$10 eCPM GUARANTEED. Meet RevMob!

@LairdGames

this has happened to me when I try to call local functions passed as parameters from code imported using require(“someModule”) but in the someModule.lua I didn’t have module declaration on top of the file.

What’s the module definition? maybe that’s the issue. [import]uid: 109453 topic_id: 25797 reply_id: 131462[/import]

Hello,

Unfortunately I am still having issue with revmob listener not being triggered BUT this time the problem is when I call “RevMob.showFullscreen(revmobListener)” from outside main.lua (in my game.lua) I am using Director.

It works great when I call the full ad from main at app start or resume. It triggers the listener which allows me to close a “wait window”. I can see that the “adClosed” event is displayed when I close the ad.

But when I call RevMob.showFullscreen(revmobListener) from a module, I never receive the event and so I cannot close the wait window (it eventually closes because i have a 10 sec timer)

Since it is the same problem that I had with 3.4.5 I am wondering if there is still a bug or simply me not knowing what I am doing! 3.4.6 fixed the listener when called from main.lua but unfortunately when called outside main.lua

I appreciate any suggestions.

Thanks,

Mo [import]uid: 100814 topic_id: 25797 reply_id: 131423[/import]

THANK YOU SO MUCH!

Because of your response, I decided to no longer call “RevMob.startSession(REVMOB_IDS)” from my other module. I put that call in the global function that I am using to display a wait window for 10 seconds or less if the listener is triggered. Before I was first calling the global function (display wait window) and then calling the revmob function (from the other module)

It now seems to work perfectly on the simulator. I will double check on the device soon.

So please accept my sincere thanks. it allows me to move on and release my app!

Mo
[import]uid: 100814 topic_id: 25797 reply_id: 131481[/import]

@LairdGames
glad I could help. I know how frustrating it is to be stuck with something :wink: [import]uid: 109453 topic_id: 25797 reply_id: 131483[/import]

@luis.zlochevsky

Ads are still not showing on android device,

can u pls help me out in this? on iOS it shows fine.

Thanks in advance.

Regards. [import]uid: 147582 topic_id: 25797 reply_id: 131485[/import]

@Kristian. I can confirm that It works on devices as well! Thank you very much again.

Mo [import]uid: 100814 topic_id: 25797 reply_id: 131498[/import]

@LairdGames

this has happened to me when I try to call local functions passed as parameters from code imported using require(“someModule”) but in the someModule.lua I didn’t have module declaration on top of the file.

What’s the module definition? maybe that’s the issue. [import]uid: 109453 topic_id: 25797 reply_id: 131462[/import]

THANK YOU SO MUCH!

Because of your response, I decided to no longer call “RevMob.startSession(REVMOB_IDS)” from my other module. I put that call in the global function that I am using to display a wait window for 10 seconds or less if the listener is triggered. Before I was first calling the global function (display wait window) and then calling the revmob function (from the other module)

It now seems to work perfectly on the simulator. I will double check on the device soon.

So please accept my sincere thanks. it allows me to move on and release my app!

Mo
[import]uid: 100814 topic_id: 25797 reply_id: 131481[/import]

@LairdGames
glad I could help. I know how frustrating it is to be stuck with something :wink: [import]uid: 109453 topic_id: 25797 reply_id: 131483[/import]

@luis.zlochevsky

Ads are still not showing on android device,

can u pls help me out in this? on iOS it shows fine.

Thanks in advance.

Regards. [import]uid: 147582 topic_id: 25797 reply_id: 131485[/import]

@Kristian. I can confirm that It works on devices as well! Thank you very much again.

Mo [import]uid: 100814 topic_id: 25797 reply_id: 131498[/import]

Hmm

I’m running into an issue I can’t solve on my own.
Only on device [I’ve tried both with ads enabled and disabled on simulator] I get this error:

I/Corona (13188): [RevMob] Static fullscreen  
I/Corona (13188): Lua Runtime Error: lua\_pcall failed with status: 2, error message is: attempt to call a nil value  
I/Corona (13188): Lua Runtime Error: lua\_pcall failed with status: 2, error message is: attempt to call a nil value  

It happens only, when there is no ad loaded [it does take a lot of time to get the ad today, but sometimes it’s just not there].

It happens on Android [didn’t test it on ios].
Could anyone confirm or tell me what am I doing wrong?

The error message tells me nothing… dammit… we’re hoping to release our game within week… help please! [import]uid: 109453 topic_id: 25797 reply_id: 131985[/import]

Hi all.

About the ads is not appearing in Android, it may be related with some temporary outage of campaigns. This is normal. Check the log message to confirm it. You can also use testing mode that will always show ads, independent of the platform.

About the following error in Android. We are investigating it and we will post here when we get more information.

“Lua Runtime Error: lua_pcall failed with status: 2, error message is: attempt to call a nil value”

Regards [import]uid: 157102 topic_id: 25797 reply_id: 131993[/import]

Hmm

I’m running into an issue I can’t solve on my own.
Only on device [I’ve tried both with ads enabled and disabled on simulator] I get this error:

I/Corona (13188): [RevMob] Static fullscreen  
I/Corona (13188): Lua Runtime Error: lua\_pcall failed with status: 2, error message is: attempt to call a nil value  
I/Corona (13188): Lua Runtime Error: lua\_pcall failed with status: 2, error message is: attempt to call a nil value  

It happens only, when there is no ad loaded [it does take a lot of time to get the ad today, but sometimes it’s just not there].

It happens on Android [didn’t test it on ios].
Could anyone confirm or tell me what am I doing wrong?

The error message tells me nothing… dammit… we’re hoping to release our game within week… help please! [import]uid: 109453 topic_id: 25797 reply_id: 131985[/import]

Hi all.

About the ads is not appearing in Android, it may be related with some temporary outage of campaigns. This is normal. Check the log message to confirm it. You can also use testing mode that will always show ads, independent of the platform.

About the following error in Android. We are investigating it and we will post here when we get more information.

“Lua Runtime Error: lua_pcall failed with status: 2, error message is: attempt to call a nil value”

Regards [import]uid: 157102 topic_id: 25797 reply_id: 131993[/import]

We have just released the RevMob Corona SDK version 3.4.7 that has an
workaround for the Corona bug that fail to load remote images in
Android.
Check it out: http://sdk.revmob.com/corona#changelog

Thanks for reporting
Regards [import]uid: 157102 topic_id: 25797 reply_id: 132199[/import]

Hi @paulocheque,

Thanks for fixing the issue, I’ll test it tonight, hopefully I’ll be releasing a new app with RevMob integrated this weekend.

Have a great weekend

Juan Cruz [import]uid: 112380 topic_id: 25797 reply_id: 132200[/import]

@paulocheque / @RevMob,

First of all I must say that I like Revmob very much…but…

As a former Test manager (yes…I switched to the dark side :wink: ), I can see that RevMobSDK has symptoms of a bad test/quality process. Maybe you even don’t have an explicit test process at all.

This is a bad thing because:

  • Inefficient development process, you spend to much time on releasing bug fixes and communicating about it
  • You let us, the developers, test the stuff you should do. App developers spend, unnecessary, a lot of to time with testing if a new revMob build still works. This is very frustrating.

Please rethink you release process and make testing explicitly part of it. The effort is minimal and your gain is huge!

A few things:

  • Define separate testlevels…at least 2: development tests + e2e acceptance test.
  • Define a time slot for the acceptance test in your dev process
  • Define acceptance criteria for accepting a new release (how many open defects, which functionality should work, x% test coverage, etc…)
  • Make, for all test levels, test scripts for current + new functionality…
  • The person who decides to release a new build, should decide this with input of results of the e2e acceptance test. So he should have insight in the quality of the release candidate.

This sounds like much effort but defining a explicit test process, introducing acceptance test + make test scripts for it, is maybe 1 day work!. executing an e2e acceptance test is just 2 hours extra per release…but you need eventually less bug fix releases…so you save time!

Just my 2ct [import]uid: 106768 topic_id: 25797 reply_id: 132228[/import]

@paulocheque

I just tried RevMob 3.4.7 on android, but it didnt worked.

Apart from updating the module in the project, is there any thing i need to do?

I m really in need to fix this.

Would love to hear from you.

Regards. [import]uid: 147582 topic_id: 25797 reply_id: 132245[/import]

Just tested 3.4.7 on Kindle Fire, and it seems to work now!

[import]uid: 50459 topic_id: 25797 reply_id: 132254[/import]