@royman Try running the revMob gitHub example through your device (if you haven’t already). That way you can differentiate whether it is a device problem or a director problem. [import]uid: 75779 topic_id: 25797 reply_id: 108290[/import]
I ran the gitHub example using my iOS simulator and got no result, just the Meet RevMob! screen with the world behind it. Are you suggesting I create a provisioning profile to test it on my actual device? [import]uid: 50511 topic_id: 25797 reply_id: 108302[/import]
Hi Folks!
@Niko: If you are in the $10 guaranteed deal, the minimum we will pay you for 1,000 impressions on iOS is $10. Lets say your CPM is $8, we will round it up to $10.
@Meany/Rmckee: make sure you get the message “ads in your app are running” and leave it that way so we can send you pop-ups.
Also, RevMob only works in the device. You can build it in whatever profile you want but make sure you create your own App ID and keep the ads runnning. Please let me know if it still does not work for you. [import]uid: 75921 topic_id: 25797 reply_id: 108307[/import]
Alright I tested the rev mob example and was able to have an ad pop up (it took 5 seconds to pop up tho, normal?) I went back and checked the code in MY app and I cannot find any differences besides that I am not calling it in main.lua, I am calling it in my loseScreen.lua file. I have the require ( “bcfads” ) in both my main.lua and loseScreen.lua and still to no avail. I am using two different ads as a test right now and the interactive ads work but the rev mob ads do not. I mean I will give my displayAds function to see if anyone knows what the issue is.
[lua]local turnOffAds = false;
function displayAds ()
if (tonumber(adCount) < 1) then
adCount = adCount + 1
saveFile(“adCount.txt”, adCount)
ads.show(“banner”, {x=160, y=0, interval=15})
turnOffAds = true;
elseif (tonumber(adCount) == 1) then
adCount = 0
saveFile(“adCount.txt”, adCount)
bcfads.showPopup ( { [“Android”] = “My App ID”, [“iPhone OS”] = “My App ID” } )
end
end
displayAds()[/lua]
According to this code if my variable “adCount” is 0 (or at least less than 1), it should show the interactive banner ad. This works properly. If the variable “adCount” is 1 (which it will be the second time this function is run) it should show the rev mob ad. This does not work.
If anyone could help me out I would appreciate it, I don’t know why I keep getting the “attempt to concatenate local ‘applicationId’ (a table value)” error. [import]uid: 50511 topic_id: 25797 reply_id: 108314[/import]
@Roy:
You are setting ‘turnOffAds’ to ‘true’ when you show interactive ads.
If you are calling the ‘displayAds()’ function only if ‘turnOffAds == false’ , then it won’t show the revmod ads the next time.
@Luis: My revmod displays “ads in your app are running”. I do not have any problem in showing the pop-ups. Its just the delay that was bothering me. I will be fine with the ‘preloading of popups’ feature you mentioned earlier.
[import]uid: 63121 topic_id: 25797 reply_id: 108321[/import]
@MeanyBirds the turnAdsOff variable has nothing to do with the displayAds() function. It is used for another request later in the file. displayAds() should run regardless of turnAdsOff’s value. [import]uid: 50511 topic_id: 25797 reply_id: 108323[/import]
#1 When I test your demo RevMob do I have to call the app ‘RevMob’ anywhere in the build?
#2 Does my iPhone have to be hooked up to a phone carrier? Because it is not I am testing
through Xcode and the usb charger. Maybe thats why I’m not getting the ads? [import]uid: 75779 topic_id: 25797 reply_id: 108332[/import]
@RoyMan I had the “attempt to concatenate local ‘applicationId’ (a table value)” error when I use the the bcfads.lua from another folder.
After I replace bcfads.lua with the one in RevMob-Corona-Sample folder the error is gone. [import]uid: 49513 topic_id: 25797 reply_id: 108333[/import]
@Roy,
try:
1- putting the line bcfads.showPopup(…) at the top of your external module. It seems that the location of the line is important. I had some issues putting it in the “initVars” section at the bottom of my code (director) But now it is among my local variables at the top of the code, it works perfectly. Maybe I am wrong but it maybe a problem of scope…
2- If you only need the popup only on a iphone/ipad and not on android you can try modifying the “bcfads.lus” module (at least to check) as the below. Note how I commented bunch of code lines. You can then call the window simply like this:
bcfads.showPopup(“xxxxxxxxxxxxxxxxxxxxxxxxx”) where xxxxx is your applicationID. Do not forget to put
require( “bcfads” ) both at the top of main.lua and the top of your external.lua module.
If that does not, then I am afraid, Luis will need to take a look at your code. Also, I do see sometimes some delay for showing the window. I think Luis is working on that.
Good luck!
Mo
(LairdGames)
[lua]–[[
function bcfads.showPopup ( applicationIds )
if system.getInfo(“platformName”) ~= “Android” and system.getInfo(“platformName”) ~= “iPhone OS” then
log("WARNING: not Android or iPhone OS - "…system.getInfo(“platformName”))
return
end
applicationId = applicationIds[system.getInfo(“platformName”)]
path = “api/v4/mobile_apps/” … applicationId … “/pop_ups/fetch.json”;
content = buildShowPopupPayloadAsJSONString()
sendHTTPPost(path, content)
end
–]]
function bcfads.showPopup ( applicationId )
path = “api/v4/mobile_apps/” … applicationId … “/pop_ups/fetch.json”;
content = buildShowPopupPayloadAsJSONString()
sendHTTPPost(path, content)
end[/lua] [import]uid: 100814 topic_id: 25797 reply_id: 108340[/import]
Thanks @Mo! You gave me the idea to go back and check what was on gitHub!
@Luis, so the solution I had was to copy all of the text in the bcfads.lua on gitHub, without downloading it, and paste it over all the text in my local bcfads.lua. I am not sure why this fixed anything but maybe the version that you download (the zip file) is different from the version that is being displayed. I don’t know for sure but it does work now! Look for RoyMan’s Ninja Trainer to hit the App Store soon with RevMob! [import]uid: 50511 topic_id: 25797 reply_id: 108364[/import]
I am glad you fixed your issue. I think NobStudio has the right idea…
Mo
(LairdGames) [import]uid: 100814 topic_id: 25797 reply_id: 108390[/import]
Does your phone have to be connected to the internet in order to get ads?
I’m running it through Xcode on a non-internet-connected device.
Maybe thats why Im not getting pop-ups? [import]uid: 75779 topic_id: 25797 reply_id: 108481[/import]
@rmckee: yes. When you call showpopup function, it contacts revmob ad-server to get the ads. So, Your phone should be connected to Internet to get the pop ups. [import]uid: 63121 topic_id: 25797 reply_id: 108488[/import]
So my app Meathead Luv Tips (free right now in iOS app store) has been using this the last 2 days since I updated it. I had about 150 downloads in those 2 days.
I have had 183 impressions, 14 clicks… and a grand total of ZERO installs.
Now I just find out that you have to hit $200 in order to get paid by RevMob. This had not been mentioned before as far as I know.
Things aren’t looking too good for me right now.
On the bright side, I actually installed a game on my own yesterday and my revenue was $3.58 for just that. So if I could get them to install.
I think my problem is my game skews more to teens & adults and all of RevMobs games seem to be Kid’s games. Except for Poker I saw in testing.
However, if they don’t download the first game, it never moves on to another as far as I know so they’ll never get see the Poker game. [import]uid: 22392 topic_id: 25797 reply_id: 108508[/import]
agree with ChunkyApps, popups need to give new suggestions. give user more download choices and not get stuck on same app. this will definately increase downloads. as for the $200 limit, it was mentioned some time back… you probably just missed it. good news is that revmob is going to be adding ad banners soon, so hopefuly you will reach the $200 threshold sooner by combining the two.
good luck and thanks for keeping us posted. im really curious about performance as well…please continue if time allows. i will do the same as soon as my app “Chameleon BugZap” is approved
[import]uid: 34595 topic_id: 25797 reply_id: 108528[/import]
I am trying to get RevMob into my Android games, but I never get the popups. The exact same code (except different app id) works on iOS perfectly. I have confirmed that native.showAlert is working in my build.
Has anyone run into this problem? [import]uid: 36054 topic_id: 25797 reply_id: 108566[/import]
@Chunky: please give us a little more time for the algorithm “calibrate” the ads. Why don’t you share your results on Monday with us?
@Roy: Thanks for the heads up. I’ll update the documentation files to match the example on github.
To the group, I know this is not the right forum for that but I have just released my new game for iOS and Android. I’m very excited!! It’s called Turtle Run (there is baby turtle with snorkel in the icon). I decided to implement RevMob the following way:
1st time the user opens the app: RevMob is called every 3 games (90 seconds interval on average).
2nd time onward: Revmob is called on boot up and at every 3 games.
I’ll give more revenue share to everyone that downloads the game and rate it 5 stars. Just kidding!!! hehe though your support would be greatly appreciated
Have a great weekend everyone!!!
[import]uid: 75921 topic_id: 25797 reply_id: 108736[/import]
@Luis: wow fantastic game! Extremely polish and extremely fun. Love trying getting the maximum number of coins:) OF button do not seems to do anything. Anyway I left a review since the game is very worth it (Viperone-F16… Don’t ask:)
I am curious about the “calibration” you are talking about. Is the system able overtime to customize the free app depending on certain conditions like who is downloading the app?
Anyway, I cannot see what kind of results you will get with this very fun game! Good luck.
Mo.
Ps: how long did it take you to develop the game. Those a super graphics/animations!
Ps2: I like the decision on not showing the popup on game start the first run but on the second run.
[import]uid: 100814 topic_id: 25797 reply_id: 108844[/import]
When I click on the popup, RevMob is showing a game that was already installed (was installed through revmob popup – and I had installed only one app).
Anyone saw this? [import]uid: 63121 topic_id: 25797 reply_id: 108977[/import]
Guys,
I posted once in the first page and now I get the whole conversation…lol
I see many of the new users are afraid of how the user would react to the pop-ups. You should not think from this perspective, but from “is the pop-up going to be more lucrative for me?”. The answer to that is merely statistic, and is yes. The user might not fully like it, but he is clicking and getting a free game.
Now, I have an app with an average 800 downloads per day. I had RevMob’s pop-ups shown after every experience from the app. I recently updated it, putting the pop-up as the app opens (the first thing the user experience is the pop-ip). I kept the same 800 average downloads/day, my reviews and ratings stayed the same, but my revenue increased 30% from this app, just by adding a pop-up as the game opens.
So what I am saying is that you think about that…do you want the user to really really approve the parsimonious ad display or to earn more money?
At least that is my experience from it!
Hope it helps,
Gustavo [import]uid: 95495 topic_id: 25797 reply_id: 108982[/import]