I run it on the device and while it doesn’t print an error it behaves (the logic) like the isAdAvailable = nil
so it’s not displaying any ad. Once I remove the isAdAvailable conditional - the ads are beeing displayed, so it should return true, when called. I don’t know what’s happening here.
So far, the only issue I see with Vungle in “test mode” is that I cannot really test failures to deliver video (so I can switch to another ad network) I try turning off the campaign but for some reason the video test keep coming not matter what. Anyway to simulate or trigger a failure? Maybe making sure the test mode obey the setting of the campaign (on or off)
Thanks a lot for a great system!
Mo
EDIT: I am SO sorry! I need new glasses:) I turned off Charboost instead of Vungle and was hoping for Vungle to stop delivering video ads. I had a Mo(ment) Sure enough when I disable Vungle, the video stopped showing! Not sure if disabling Vungle is enough to fully test video ads failure to show but for now I am satisfied. Maybe when I am almost ready to release, I can switch to “live” to make absolutely sure that my app can react to a real life situation.
@Sagarpawaskar: I am trying to use your module but I for some reason I am having problem with chartboost. for some reason it is not finding cb (nil) i am sure is because is the way i initialize the ad networks (for me Vungle, chartboost and Revmob. I am doing this in main.lua but I believe you are doing it on the game menu module. It is making me crazy! I really want to use a modular way so I do not crowed the main.lua Would you mind sharing your ad networks initialization code? Of course hide your ad networks! That will show me maybe where my issue lies. I am still not yet clear on the use of external module using M table so I am missing something.
THANK YOU for any pointers
Mo
ps: I can see also that @ingmar has all the init code inside the adnetworks.lua? But not all functions are added to the M table?
@Mo, do you have texture memory issues with revmob? The reason m not using it, the texture memory rises to 20 mb when I include revmob sdk in my app, have you recently encountered anything like this?
@Sagarpawaskar: Something come up and now it is getting very late. i am sorry, I promised to look into the revmob issue (memory) tomorrow and get back to you! I hope it is ok.
… but yeah -> RevMob has been tanking for me too. $1.02 eCPM over the last 6 months but $0.49 eCPM for the last month. I hope Vungle and Chartboost can do the biz.
I seem to recall Otter Studios getting around $50-$70 per day on 40000 or so daily impressions with RevMob (if my memory serves me correctly). Would be interested to know what their eCPM is these days… (and those of other developers but that’s another thread!)
Eiswuxe (a fellow Corona developer) does exceptional numbers with RevMob but that’s an exceptional case.
Best,
Martin.
PS Almost forgot. To make matters worse, I’ve disabled gambling, religion and dating and yet RevMob keep serving up the useless William Hill app. Bring in AdColony, Heyzap and PlayHaven and “The Circle Is Now Complete” as Darth would say!
PPS Fair play to Corona on the Monetization front - things have certainly improved a lot