$10 eCPM GUARANTEED. Meet RevMob!

hey Mo,

first of all, there is no guaranteed eCPM.

second, i think your eCPM is very nice. i have a eCPM around 3-5$, sometimes 8$, sometimes less.

I hope that helps! [import]uid: 90610 topic_id: 25797 reply_id: 140871[/import]

@dingo
Actually there *was* an offer last year in May where they guaranteed a $10 eCPM if you signed up with them, and LairdGames was one of the lucky 50 devs that got it. I missed it by one day :frowning:
I’m not sure if the offer was time-limited or not though…

@Mo
Here are some stats from one of my apps for comparison.
[text]
Day Imp. Clicks Inst. IR CTR eCPM Revenue
2013-01-30 631 155 6 3.87% 24.56% $16.07 $10.14
2013-01-29 1,965 520 3 0.58% 26.46% $2.63 $5.16
2013-01-28 2,039 470 7 1.49% 23.05% $7.98 $16.28
2013-01-27 3,518 763 17 2.23% 21.69% $10.00 $35.17
[/text] [import]uid: 70847 topic_id: 25797 reply_id: 140874[/import]

@ingemar: i have been one of the lucky 50 but still this offer is not valid. they say that the eCPM would be higher anyway… [import]uid: 90610 topic_id: 25797 reply_id: 140875[/import]

Aha, I see. So the offer expired even for those that managed to sign up in time… [import]uid: 70847 topic_id: 25797 reply_id: 140877[/import]

@ingemar: exactly! [import]uid: 90610 topic_id: 25797 reply_id: 140887[/import]

@codingcake, nick, rebelwax, brightwave

The problem with RevMob is that when it performs, it’s awesome (eCPMS $5-10), but when they are lacking in advertisers things can drop below $1 eCPM. Even then, RevMob’s fill rate will remain at virtually 100% preventing you from intelligently switching ad networks.

I’ve complained about this to them multiple times and they always respond with something such as “expect things to get better soon”. They simply refuse to give us a way to set a minimum CPC or CPI so that the fill rate will drop below 100% and allow us to backfill with a different ad network when they are lacking advertisers. That’s their right, but I still find it annoying and it definitely costs me a good chunk of change each month. [import]uid: 36054 topic_id: 25797 reply_id: 141518[/import]

Even w/out the guaranteed US$10 eCPM, I must admit that I’m pretty happy with RevMob so far. I’ve only been using it since last December and RevMob is by far the best ad provider (in terms of revenue) I have ever used in my 3 years of monetizing via ads on iOS. Hopefully it remains consistent in the coming months. [import]uid: 44127 topic_id: 25797 reply_id: 140890[/import]

Hey guys,

RevMob had a problem with one advertiser this weekend: the advertiser’s servers crashed and therefore RevMob hasn’t been getting installs from that advertiser since Saturday.

However, all the missing installs from the weekend should be credited today (Monday). Which means that technically your revenue from the weekend will probably be paid on Monday. [import]uid: 137117 topic_id: 25797 reply_id: 141520[/import]

Hi Mo,

You should definitely use one code source. You could implement different ad units from RevMob (fullscreen, popup, banner, etc…) with Placement ID’s and just en/disable them via the runstate in the RevMob dashboard.
This way you can experiment what the best ad presentation is for your game.

Just curious about your game. Would you like to share if the earnings (not the amount) from the free ‘RevMob’ version are better or worse then the paid version? or…in other words…with which version are you currently most content? :slight_smile:

It’s understandable if you don’t want to share this… the question just popped up in my mind. :slight_smile:
[import]uid: 106768 topic_id: 25797 reply_id: 141533[/import]

Thanks, @Gui. I figured there must have been a problem with advertiser conversion reporting. I’ll look forward to see those conversions backfilled (I don’t see them yet). It would be nice if you guys could add a status panel somewhere on the RevMob console for information like this or if you could email an alert to us when there is a known issue.

@BrightWaveGames, sorry I haven’t posted my php revenue scraper yet. I will post that up here sometime this week.

Jeff [import]uid: 25108 topic_id: 25797 reply_id: 141546[/import]

@marshman
That would require Revmob starting up a new forum topic at the corona labs site.
Then we get 50 more corona forum updates a day.
[import]uid: 2165 topic_id: 25797 reply_id: 141550[/import]

I pulled out the PHP code I’m using to scrape RevMob revenue & impression data and put it in a single file:
http://pastebin.com/kBwCNyJu

You’ll need to also grab the single “simple_html_dom.php” file here:
http://sourceforge.net/projects/simplehtmldom/

I hope that is useful to some of you.

Jeff [import]uid: 25108 topic_id: 25797 reply_id: 141564[/import]

I found it very strange that many new third party providers have ALREADY (good for them) their special forum here at Corona but not Revmob? What’s up with that?

Please, please,please guys make one now today if you can. I am frankly tired of searching through 1000 posts to find what I need!

THANK YOU!

Mo
@LairdGames. [import]uid: 100814 topic_id: 25797 reply_id: 141592[/import]

@ingemar Thank for the information. I am not sure how your directive.lua looks like but your suggestion gave the idea of having maybe having two version of modules that are different in term of whether they are involving is launching an ad or not. I am not sure yet if that would work but I will see what I come up with. It is pain to implement every changes before new version release on both code (paid and free) With of course all the issue of errors that could happen during implementation…

Thanks!

Mo [import]uid: 100814 topic_id: 25797 reply_id: 141595[/import]

I’m wondering if anyone figured out how to use revmob preloaded ads with director?
When I change scenes director will screw with all of the display groups, in the end before I get to call ad:show() the component [group with ad image] is removed.

I think the only way to do it is to mark the component group and in director ignore this group.
Other ideas?

For now what I did was:
mark all display groups created in revmob with:
[lua]directorId = “revmob”[/lua]

and I’ve modified director.lua, so that all of the checks for
[lua]directorId ~= “main”[/lua]
are now:
[lua]directorId ~= “main” and directorId ~= “revmob”[/lua]

Now it works fine. [import]uid: 109453 topic_id: 25797 reply_id: 141022[/import]

Hmpf! I’m struggling to get this working correctly.
On my game over screen I have two buttons. One to go back to the menu, and another to play again. What I would like to do is when the user taps one of those buttons it displays a full screen ad, and then when the ad is closed it will take the user to the correct place (menu or game).
I’ve set up a listener as suggested by Ingemar but I just can’t get it to work at all. It’s annoying me so much I’ve stripped out all of the revmob code from my app so I can start fresh.
Does anyone have a suggestion as to the best way to do this?

Cheers
Chris
[import]uid: 7841 topic_id: 25797 reply_id: 141680[/import]

Does the listener get called at all?
If you haven’t already done so, try putting some print() statements inside to see what’s being passed to it. [import]uid: 70847 topic_id: 25797 reply_id: 141681[/import]

Hi @Appletreeman, I have exactly what you want to implement working fine on my app, here is my code for the ad listener:

function revmobListener(event)   
 if(event.type == "adNotReceived") then  
 loadInHouseAd();  
 elseif(event.type == "adClosed" or event.type == "adClicked") then  
 nextLevel();  
 end  
end  

I hope this helps, btw, now with the latest RevMob SDK you can preload your fullscreen ad, that would be a good idea, otherwise the user will have to wait for the ad to be shown, and that cost me some bad reviews :frowning: [import]uid: 112380 topic_id: 25797 reply_id: 141687[/import]

This is hurting my head now :frowning:
I’ve started from scratch and the ad listener is now working OK, which is weird as I just cut and pasted it from this thread like I did last time. Anyway, I’ve just added a simple display object to click and display an ad for testing purposes which is working but the terminal keeps telling me that the ad hasn’t been received. Here’s the output from when I click the button to when I close the ad…
[bash]
2013-02-05 14:50:41.250 Corona Simulator[62815:707] [RevMob] Internet connection available.
2013-02-05 14:50:46.172 Corona Simulator[62815:707] [RevMob] Fullscreen loaded
2013-02-05 14:50:46.172 Corona Simulator[62815:707]
2013-02-05 14:50:46.173 Corona Simulator[62815:707] >>>>>>> Event type : adDisplayed <<<<<<<
2013-02-05 14:50:46.173 Corona Simulator[62815:707]
2013-02-05 14:50:46.184 Corona Simulator[62815:707] [RevMob] Reason: No ads for this device/country right now, or your App ID is paused. (204)
2013-02-05 14:50:46.184 Corona Simulator[62815:707]
2013-02-05 14:50:46.184 Corona Simulator[62815:707] >>>>>>> Event type : adNotReceived <<<<<<<
2013-02-05 14:50:46.184 Corona Simulator[62815:707]
2013-02-05 14:50:53.013 Corona Simulator[62815:707]
2013-02-05 14:50:53.013 Corona Simulator[62815:707] >>>>>>> Event type : adClosed <<<<<<<
2013-02-05 14:50:53.014 Corona Simulator[62815:707]
2013-02-05 14:50:53.014 Corona Simulator[62815:707] [RevMob] Fullscreen closed
[/bash]

Any ideas?
BTW - This is in testing mode, I don’t know if that makes a difference at all.
[import]uid: 7841 topic_id: 25797 reply_id: 141695[/import]

Hi all,
Just a quick question… is it possible to set up a listener that is called when a user clicks the ‘x’ to clear a fullscreen ad?
[import]uid: 7841 topic_id: 25797 reply_id: 141056[/import]