I would like to use the Charboos plugin for android.
When will Charboost plugin be available?
I would like to use the Charboos plugin for android.
When will Charboost plugin be available?
We are working on it, this week hopefully. Last week got away from me.
Thanks
I try to test the example, One question, I have to register the iOs device. I see UUI ,IFA and Mac Id (Odin-1) In Charboost test devices.
Which one Should I use?
Been testing out the “more apps” feature, first thing is to make sure you have a separate campaign set to more apps instead of interstitials and to set the “Autofill with network advertising” in the app moreApps settings.
The old chartboost sdk doesn’t work well on Android giving me a garbled more apps display.
The gremlin chartboost plugin displays more apps great, but…
With both interstitials and moreapps running, the plugin will only return a cache event on one of the cache calls, not both, so I have no idea in some cases weather I have an interstitials or moreapps ready to display. So I’m still forced to use timers to cancel when the plugin returns an error. Also showing an interstitial will not produce another cache event, but will still display an interstitial if one is available, so I have to wait for an error to know what’s going on.
I can’t stress this enough, we need a charboost plugin function that tells us whether we have interstitials or moreapps available to show before we show them. Otherwise I’m putting buttons/actions in that may or may not work, it’s a bad user experience and more work to circumvent if it fails.
It should be generating cache events for both calls… In any case, I agree that a isCached() or similar function would be a good addition.
I will add this to the todo list, and PS: the android version is currently in development.
Thanks for the feedback
I put the code in the
levelComplete.lua
function scene:createScene( event )
chartboost.show( “interstitial” );
end
I see the interstitial in the device,
But What happen if the player finish the level and go to the levelcomplete.lua. and he is not conected to internet?
there will be an error?
I cut the internet of my device and I see a pop up "Warning -Charboost Licence
you didn’t provide a valid license…etc "
I connect the internet and I see the test ad.
The caching does work !
For interstitials:
event.name = “chartboost”
event.type = “interstitial”
event.phase = “cached”
For More apps:
event.name = “chartboost”
event.type = “moreApps”
event.phase = “cached”
As for determining if an ad/moreApps is cached:
It’s simple. Use true/false flags in your code to determine their cache status.
Use the callback to set the flags.
After showing an ad / moreapps set the flag to false, and cache again.
When you release your game you set testMode = false in your init call and that popup will not appear.
About the interstitial ads on iPod5 (and I assume the same applies to iPhone5), I see both the crisp retina version of the ads intended for iPhone5 (which is good) and the non-retina version that looks blurred (which looks wrong.) I mean, sometimes it’s showing the ads intended for non-retina iPhone / iPod (480x380) on my iPod5.
If there aren’t enough ads in inventory for tall device, I would’ve thought it would display ads intended for retina iPhone / iPod (960x640), which would still appear nice & crisp.
Is this a bug in Chartboost system? If so, perhaps we need to notify them?
Naomi
Hey Naomi.
I am not sure if this is a Chartboost portal issue or a bug with their SDK. In either case, we have no control over the sizing of ads displayed.
Thanks
If I would venture a guess, I’d say that it isn’t a bug. It’s up to the advertiser using Chartboost as their delivery platform to provide the necessary assets. If they only provide low-res assets, that’s what will be displayed.
It’s a bit like when we provide custom frames for our ads in different resolutions. They recommend providing all resolutions, but they don’t enforce it.
@ingemar, thank you for sharing your thoughts. You are probably right.
I have not tested my app on iPhone/iPad Retina devices, so I can’t tell if they also get both retina and non-retina ads just like the tall device. If they do, then that’s that.
Naomi
It works I set testMode = false,
When the interstitial Chartboost show I see a pop up
"Success!
You’ve got a test interstitial.
For real interstitials, create a
new publishing campaign in the Chartboost dasboard.
TAP FOR MORE DETAILS
Is it possible to see real interstitial before submitting to the Apple Store?
How can I know the interstitial is ready to publish?
it works, I see real insterstitial, So after Apple approves the app, I will add the “official name”, " iTunes ID" and link in te Chartboost dashboard.
function scene:createScene( event )
chartboost.cache();--------> I think to place here
chartboost.show( “interstitial” );
end
I dont know where to put charboost.cache.
I set the charboost plugin in level 2 , 4, 8 .
I have some problems, if the user plays level one after finish the level then the interstitial doesnt appears fast, it appears in after three or four seconds.
If the user plays level 4 then appear the intertitial fast, then plays level 8 appears fast.
the insterstitial doesnt appears fast when the user plays for the first time.
I didnt use charboost.cache.
Well that is what chartboost.cache() is for. If you don’t cache your ads, then they have to be loaded from the server at the time you call chartboost.show().
You should cache the ad you wish to display well in advance of showing it.
Looks good. Got my license key .
Where can I get the Enterprise .a plugin?
I only do local builds and need the .a to include in my project setup.
Good question
If you PM me with your email address i can send you the static libraries.
done :ph34r: