How to select the frequency of ad shown (full screen) remotely?

Hi guys,

Again experimenting here. I am hoping to send a new version ( today)) and was curious how you would approach this issue. Current I am showing the full screen at start/resume as well as every 3 game plays. I want to experiment with this last part without having to send for approval over and over. The idea is to control the frequency if he showing after each game, after 2 games play or 3 game plays.

I thought about having 3 different Revmob ID and turning them on/off accordingly. Say I want to show the ad every 2 gameplays then I just turn on the Revmob ID#2 and so on. Right now I am keeping a variable that increase at each game play and resets to zero after 3 plays (and show the ads as well)

Just curious how Yupu guys would approach this without the need of an external server. I am also wondering if that could be accomplished placement ID but frankly they are still a mystery for me right now.

If I found a good and easy solution, I will implement it today. If not I will do it in my next update. I just want to see how the numbers of impressions affect the game for people.

Thanks!

Mo [import]uid: 100814 topic_id: 35891 reply_id: 335891[/import]

In one of my apps I have similar functionality. I keep track of a level count and when it hits 3, I show an ad. One thing you could do if you don’t want to have a server to host a number for you is create 3 or so ad placements and use the event listeners and counters in Revmob to handle displaying the enabled ad.

Details would be something like this (subject to modification):

check ad 1:
if fail, increment counter
if counter == 2, try ad 2 (repeat process of failure)
if counter == 3, try ad 3 (repeat process of failure)
if counter > 3, reset
return to game.
if not fail, reset counter, show ad
Doing the above (or something similar), you can enable placement ids on revmob and also control at how many intervals they are shown up to the number of placements you program in. Hard to keep track of though and subject to bugs.

The best solution though is to just host a simple text file on a server with a number in it to signify how many levels to play before showing an ad. Load this file via http request at the beginning of the game and you can then remotely control the count every week or so and do a comparison.
[import]uid: 92150 topic_id: 35891 reply_id: 142756[/import]

Remotely, you can use RevMob placement ids. Then you can start and pause individual ad units.

Regards
Paulo
http://twitter.com/paulocheque
http://github.com/paulocheque
http://www.linkedin.com/in/paulocheque [import]uid: 157102 topic_id: 35891 reply_id: 142762[/import]

In one of my apps I have similar functionality. I keep track of a level count and when it hits 3, I show an ad. One thing you could do if you don’t want to have a server to host a number for you is create 3 or so ad placements and use the event listeners and counters in Revmob to handle displaying the enabled ad.

Details would be something like this (subject to modification):

check ad 1:
if fail, increment counter
if counter == 2, try ad 2 (repeat process of failure)
if counter == 3, try ad 3 (repeat process of failure)
if counter > 3, reset
return to game.
if not fail, reset counter, show ad
Doing the above (or something similar), you can enable placement ids on revmob and also control at how many intervals they are shown up to the number of placements you program in. Hard to keep track of though and subject to bugs.

The best solution though is to just host a simple text file on a server with a number in it to signify how many levels to play before showing an ad. Load this file via http request at the beginning of the game and you can then remotely control the count every week or so and do a comparison.
[import]uid: 92150 topic_id: 35891 reply_id: 142756[/import]

Remotely, you can use RevMob placement ids. Then you can start and pause individual ad units.

Regards
Paulo
http://twitter.com/paulocheque
http://github.com/paulocheque
http://www.linkedin.com/in/paulocheque [import]uid: 157102 topic_id: 35891 reply_id: 142762[/import]

Thank you both of you. These are great suggestions! I did not know you could do that with ad placements. And sorry for the delay. I just came back from vacation!

Mo [import]uid: 100814 topic_id: 35891 reply_id: 143690[/import]

Thank you both of you. These are great suggestions! I did not know you could do that with ad placements. And sorry for the delay. I just came back from vacation!

Mo [import]uid: 100814 topic_id: 35891 reply_id: 143690[/import]

In one of my apps I have similar functionality. I keep track of a level count and when it hits 3, I show an ad. One thing you could do if you don’t want to have a server to host a number for you is create 3 or so ad placements and use the event listeners and counters in Revmob to handle displaying the enabled ad.

Details would be something like this (subject to modification):

check ad 1:
if fail, increment counter
if counter == 2, try ad 2 (repeat process of failure)
if counter == 3, try ad 3 (repeat process of failure)
if counter > 3, reset
return to game.
if not fail, reset counter, show ad
Doing the above (or something similar), you can enable placement ids on revmob and also control at how many intervals they are shown up to the number of placements you program in. Hard to keep track of though and subject to bugs.

The best solution though is to just host a simple text file on a server with a number in it to signify how many levels to play before showing an ad. Load this file via http request at the beginning of the game and you can then remotely control the count every week or so and do a comparison.
[import]uid: 92150 topic_id: 35891 reply_id: 142756[/import]

Remotely, you can use RevMob placement ids. Then you can start and pause individual ad units.

Regards
Paulo
http://twitter.com/paulocheque
http://github.com/paulocheque
http://www.linkedin.com/in/paulocheque [import]uid: 157102 topic_id: 35891 reply_id: 142762[/import]

Thank you both of you. These are great suggestions! I did not know you could do that with ad placements. And sorry for the delay. I just came back from vacation!

Mo [import]uid: 100814 topic_id: 35891 reply_id: 143690[/import]

In one of my apps I have similar functionality. I keep track of a level count and when it hits 3, I show an ad. One thing you could do if you don’t want to have a server to host a number for you is create 3 or so ad placements and use the event listeners and counters in Revmob to handle displaying the enabled ad.

Details would be something like this (subject to modification):

check ad 1:
if fail, increment counter
if counter == 2, try ad 2 (repeat process of failure)
if counter == 3, try ad 3 (repeat process of failure)
if counter > 3, reset
return to game.
if not fail, reset counter, show ad
Doing the above (or something similar), you can enable placement ids on revmob and also control at how many intervals they are shown up to the number of placements you program in. Hard to keep track of though and subject to bugs.

The best solution though is to just host a simple text file on a server with a number in it to signify how many levels to play before showing an ad. Load this file via http request at the beginning of the game and you can then remotely control the count every week or so and do a comparison.
[import]uid: 92150 topic_id: 35891 reply_id: 142756[/import]

Remotely, you can use RevMob placement ids. Then you can start and pause individual ad units.

Regards
Paulo
http://twitter.com/paulocheque
http://github.com/paulocheque
http://www.linkedin.com/in/paulocheque [import]uid: 157102 topic_id: 35891 reply_id: 142762[/import]

Thank you both of you. These are great suggestions! I did not know you could do that with ad placements. And sorry for the delay. I just came back from vacation!

Mo [import]uid: 100814 topic_id: 35891 reply_id: 143690[/import]