iADs: possible?

Just one thing to say : We are not headed into [GS] territory… That will never happen. Everything else is up for debate. That is not. Our goal is to help you monetize and get you app discovery because the only way we will be successful is if you are. Otherwise, we may just pack it up.

Happy thanksgiving :wink:

C

[import]uid: 24 topic_id: 18109 reply_id: 69765[/import]

Happy Thanksgiving!

But if the goal is monetization and app discovery, you need to show us you’re serious about that by offering us multiple options. Nice to haves such as “level editors” need to take a back seat, at least temporarily, to helping us developers make money.

AdMob workarounds aside, when I look at the GameSalad website, iAd is the only option. When I look at the Ansca website, InMobi is the only option. It’s the exact same thing.

I appreciate the reassuring response, but actions speak louder than words when it comes to stuff like this. We need multiple ad networks (like iAd) and GameCenter for Apple to take our apps as seriously as those of others. [import]uid: 36054 topic_id: 18109 reply_id: 69771[/import]

@blasterv
+1, Also Gamesalad does have game center and does support Kindle Fire and Nook already.
Corona is dropping behind at the moment. [import]uid: 8697 topic_id: 18109 reply_id: 69773[/import]

@cublah In fairness, I believe Corona does have Kindle Fire now in the daily builds. Nook can be done by Ansca for you, but that’s a pain when compared to just building from the Simulator. [import]uid: 36054 topic_id: 18109 reply_id: 69775[/import]

@shane

it was no secret that iPhone was AT&T’s exclusive offering

what we have here is different. carlos told us back in March that “it’s in the lawyers’ hands” (for AdMob), and after months of silence that iAds is such a lousy ad network

what ever happened with the lawyers carlos? is it so tough to reach an agreement with AdMob? how other SDK’s are doing it?

it is Ansca’s right to partner with InMobi. that’s how business gets done not sometimes but most of the time. but they should clearly say so, instead of telling us that the lawyers can’t reach an agreement with AdMob or that iAds is almost crap

@carlos

happy thanksgiving :slight_smile: (even tough it’s like iAds, …US mostly)

integrating iAds and AdMob into Corona will make us less successful? how?
why don’t you just us give us iAds and AdMob and let us decide which ad network we’ll be using? why not?

[import]uid: 6459 topic_id: 18109 reply_id: 69777[/import]

Rob, should the banners appear on the simulator after the steps you gave me? [import]uid: 95495 topic_id: 18109 reply_id: 69780[/import]

NOOK is coming - the New NOOK bits (from B&N) not ours, were frozen days after we froze FIRE, ergo we enabled fire. Now that we have the latest NOOK bits (from B&N) we should enable it just like we did with FIRE.
And regarding the other company, sure, but when was the last time you saw any member of their C staff answering on non holidays. And really listen to you guys.

Think again. I listen. Otherwise I would not be posting on a Black Friday…
C
[import]uid: 24 topic_id: 18109 reply_id: 69785[/import]

Oh - and just in case I forget - …
:wink:

c [import]uid: 24 topic_id: 18109 reply_id: 69786[/import]

No. You have to build for device to see the ads. You should get an inMobi test ad but not in the simulator. [import]uid: 19626 topic_id: 18109 reply_id: 69787[/import]

@robmiracle I would think that building on the iOS Simulator (not Corona simulator) would allow you to see the ads without building for the device. That’s how it works with the AdMob “hack”.

@carlos I don’t think anyone could say you/Ansca aren’t listening. You guys do a great job of that. I can always count on you, peach, etc. to show up out of nowhere and respond. But I don’t feel the “listening” is resulting in our wishes being made a priority. For instance, Ansca has listened to everyone talk about needing Game Center support and even took requests on the GameON thread, but it’s 9 months later and it hasn’t resulted in the features getting put in. You guys need to do a better job of committing to features developers are asking for and making them happen in a timely fashion. [import]uid: 36054 topic_id: 18109 reply_id: 69799[/import]

Nothing appears building for device! I have test mode true, and tried with and without hiding the ads (i’m not sure why should I hide anyways)…in my inMobi account, my app status is still incomplete (I do not have an app store URL yet), can this interfere? [import]uid: 95495 topic_id: 18109 reply_id: 69805[/import]

You shouldn’t have to hide the ads. Its only something I’m doing because I don’t want to show ads on menu and transition scenes.

You will need to create your app in inMobi, but they won’t activate it until you’re live in the App Store and then it can take up to 24 hours to go life.

But they should provide you an appID that you can use. Now previouslly, they had a 2nd AppID for testing that can be found buried in their FAQ’s, but when I went to add it to my recently released game, I didn’t need the testing appID and it was working on my AppID with test mode true.

Once I switched it to testMode = false, then I didn’t see ads, until inMobi made my app life.
It should work on the XCode simulator. But its only slightly faster to run it there, so I just put it on the device and test there.e
[import]uid: 19626 topic_id: 18109 reply_id: 69813[/import]

Yeah I got my appId from inmobi, but while testing it is as no code has been typed…what should appear? like a blank banner? Or should I just trust it is correct and when it’s up and running the ads will show up [import]uid: 95495 topic_id: 18109 reply_id: 69820[/import]

can you post the relevant parts of your code?
[import]uid: 19626 topic_id: 18109 reply_id: 69822[/import]

Ok:
here’s my main:

[code]
_H = display.contentHeight
_W = display.contentWidth

local adNetwork = “inmobi”
local appID = “4028cba633a085920133d2aaa11c04e0”
ads = require “ads”
ads.init( adNetwork, appID )

local director = require(“director”);

local mainGroup = display.newGroup();

local function main ()

mainGroup:insert(director.directorView);

director:changeScene(“scan”);

return true;
end

main();[/code]

Here’s my scene 1

[code]
module(…, package.seeall)

function new()

local localGroup = display.newGroup();

local bg = display.newImageRect(“bgg.png”, _W, _H);
bg:setReferencePoint(display.CenterReferencePoint)
bg.x = _W/2; bg.y = _H/2
bg.scene = “daily”

function changeScene(e)
if(e.phase == “ended”) then
director:changeScene(e.target.scene);

end
end
bg:addEventListener(“touch”, changeScene);
localGroup:insert(bg)

local function showAds()
local adX = display.contentWidth / 2 - 160
ads.show( “banner320x48”, { x=adX, y=_H, interval=15, testMode=true } )
end
showAds()
return localGroup
end[/code]

Scene 2:

module(..., package.seeall);  
  
function new()  
 local localGroup = display.newGroup();  
 local bg = display.newImageRect("bgg.png", \_W, \_H);  
 bg:setReferencePoint(display.CenterReferencePoint)  
 bg.x = \_W/2; bg.y = \_H/2  
  
 local finger = display.newImageRect("finger.png", 145, 200);  
 finger:setReferencePoint(display.CenterReferencePoint);  
 finger.x = \_W/2; finger.y = \_H/2 + 50  
 finger.scene = "final"  
  
 localGroup:insert(bg)  
 localGroup:insert(finger)  
  
 local flag = false  
 local timerHandle = nil  
  
 local function onTimer(event)  
 if flag then  
 local event = {}  
 event.phase = "ended"  
 finger:dispatchEvent( event )  
 director:changeScene("final")  
 else  
 end  
 end  
   
 local function onTouch(event)  
 local phase = event.phase  
 if ( phase == "began")then  
 flag = true  
 timerHandle = timer.performWithDelay(4000,onTimer)  
 elseif (phase == "ended") then  
 flag = false  
 timer.cancel(timerHandle)  
 timerHandle = nil  
 end  
 end  
   
 finger:addEventListener("touch",onTouch)  
   
 local function showAds()  
 local adX = display.contentWidth / 2 - 160  
 ads.show( "banner320x48", { x=adX, y=\_H, interval=15, testMode=true } )  
end  
showAds()  
 return localGroup;   
end  

scene 3

[code]
module(…, package.seeall);

function new()
math.randomseed(os.time())
local localGroup = display.newGroup()

local bg = display.newImageRect(“bgg.png”, _W, _H);
bg:setReferencePoint(display.CenterReferencePoint)
bg.x = _W/2; bg.y = _H/2

array= {}
local i = 1
array[i]= display.newImage(“frasefinal/Slide01.png”);array[i].alpha=0;i=i+1
array[i]= display.newImage(“frasefinal/Slide02.png”);array[i].alpha=0;i=i+1
array[i]= display.newImage(“frasefinal/Slide03.png”);array[i].alpha=0;i=i+1

function selectimage()
local randomimage = math.random(1,#array)
end
selectimage()

localGroup:insert(bg)

local function showAds()
local adX = display.contentWidth / 2 - 160
ads.show( “banner320x48”, { x=adX, y=_H, interval=15, testMode=true } )
end
showAds()
return localGroup
end
[/code] [import]uid: 95495 topic_id: 18109 reply_id: 69824[/import]

Well one thing I see is your setting the Y to the contentHeight and if the ads are referenced point to the top left, like I think they are, the ad will be off screen.

Try y = _H - 32

Try the test appid if it still doesn’t work: 4028cb962895efc50128fc99d4b7025b

[import]uid: 19626 topic_id: 18109 reply_id: 69829[/import]

still nothing with both suggestions! darn [import]uid: 95495 topic_id: 18109 reply_id: 69834[/import]

Maybe any code missing? [import]uid: 95495 topic_id: 18109 reply_id: 69916[/import]

@robmiracle I understand the desire for a cheaper product, but Corona’s subscription fees have actually gone up (not down) over time. What Ansca is attempting to do is “burn the bridge at both ends” by making money off the Developer Tools AND activity generated from the use of them. This diminishes the quality of the platform and the freedom granted to developers. We’re basically heading into Game Salad territory.

Think about it. In an attempt to gain revenue through Papaya, they went ahead and implemented it without anyone asking for it at all and ignored Game Center. We STILL don’t have that and it’s been almost a year since Carlos created the “GameON” thread for it. [import]uid: 36054 topic_id: 18109 reply_id: 69762[/import]