InMobi ads for android

Hello.

I have recently published my app the the Android market, and now I want to create a free and ad supported version.

I am now running build .591 which supports Android ads via InMobi, and have a question about the code structure, as I haven’t gotten it to work yet.

Here is what I am working with:

local ads = require "ads"  
   
-- Examples for inmobi:  
 ads.init( "inmobi", "12345678901234567890" )  
   
 -- following are iPhone, iPod Touch, iPad  
 ads.show( "banner320x48", { x=0, y=100, interval=5, testMode=false } )  

Currently my main.lua immediately redirects to my menu.lua, and the the user starts the game at game.lua.

When do I require “ads”? When do I initiate ads? When do I show ads?

Thanks a bunch!
-Cullen Webb [import]uid: 52847 topic_id: 13730 reply_id: 313730[/import]

That’s relevant for my interest too!

I tried hard too implement InMobi by using the ads api, but it didn’t work at all.

So I use admob until I’ll be able to use inmobi, because they said in the blog that it makes in avg 3 times more revenue [import]uid: 75946 topic_id: 13730 reply_id: 50452[/import]

Hi,

We have implemented inMobi in our game Drag’On.

See : https://market.android.com/details?id=com.movingplayer.dragon (it’s free).

To test the ads before the app is accepted by inMobi (which took about 2 days), need to complete everything on the dev website, we used

[code]
– Make Banner Ads features available under “ads” namespace
local ads = require “ads”

– initialize ad network:
if appID then
ads.init( adNetwork, appID )
end
[/code] with appID = 4028cb962895efc50128fc993f9f025a as per inMobi Integration Guidelines.
then

 ads.show( "banner320x48", { x=newX, y=newY, interval=5, testMode=true } )

This will work with 100% fillrate, convenient to check on ads position, duration …

After App has been published and accepted by inMobi, using private appID and testMode=false will display it.

It’s the first time we use adds in a game so I’m not sur 36% fill rate is good, or if revenue is …

Hope This Helps,

Phil
Moving Player [import]uid: 51301 topic_id: 13730 reply_id: 50550[/import]

Thanks for the test code!

But I’m still wondering if I require “ads” and show.ads all in the same file, or if I need to require “ads” at an earlier stage.

I tried the above code all at the same time in my game.lua file, but it didn’t show at all.

Thanks! [import]uid: 52847 topic_id: 13730 reply_id: 51126[/import]

Hi,

We do all the above code in several functions of our AdManager.lua

Init is done when starting the game, ads.show everytime needed (at every level start in our case).

Have you checked the console output of your device ?
>> adb logcat | grep -i corona
(with device plugged in and running your app)

Or use something like alogcat on your Android device, it has nice filtering/emailing features …

You should get something from inMobi saying like “can’t get ad”, sometimes their servers are down.

HTH,

Phil
[import]uid: 51301 topic_id: 13730 reply_id: 51133[/import]

dev89, I can’t see ads in Drag On. Where/when am I supposed to see them?

Also, if you want some feedback, the app launch animation looks very nice, but no need to play it every time you return back from Settings, About or any other menu. I also experienced stuttering sound on first launch and UI halt (had to force close the app) after returning from Settings to main menu. This is on HTC Desire Android 2.3.3. [import]uid: 52103 topic_id: 13730 reply_id: 53083[/import]

Hi,

Thanks for the feedback, I was also feeling the animation was a bit cumbersome …

As for the inMobi ads, they are displayed on each level as long as you are moving the waypoints, they disapear when you start the dragon.

But depending on the country you are playing from the fillrate can vary dramatically :

from 1.59% in Saudi Arabia (I still don’t understand how SA is the country with most players for us, too bad they don’t see any ads) to 85% in France, 80% in USA, 20% in UK and 50% in Germany …

Phil
Moving Player [import]uid: 51301 topic_id: 13730 reply_id: 53167[/import]

Hi Phil,

Thanks for your reply.

I’m in Russia and fillrates for AdMob here are much better, considering I haven’t seen any InMobi ads at all in Drag On and demo that came with the SDK. Will try using my US based hosting as a proxy.

AdMob hack in Blast Monkeys was working just fine. But I just downloaded it again and now I can only see a rectangle that says “advertisement”, which flashes white quickly and then turns black and that’s it. Maybe they switched to InMobi?
I have a feeling that AdMob hack might still be a better option.

  • Vitaly [import]uid: 52103 topic_id: 13730 reply_id: 53174[/import]

Hey Vitaly,

I checked inMobi’s reports, fillrate for Russia is 0.00% !!!

I’m not sure why this is so … I’ll have to check if I can get an error when that happens and request an admob in that case …

If you need someone to test from France, help yourself :
phil [at] movingplayer (dot) com

Phil [import]uid: 51301 topic_id: 13730 reply_id: 53318[/import]

Thanks, Phil. AdMob hack certainly does better here, not nearly as good as native implementation or via US proxy, but I do see ads once in a while. [import]uid: 52103 topic_id: 13730 reply_id: 53403[/import]

Hello dev89,

Can I pick your brain for a minute?

  • What’s your fill rate as of today?

  • Can you post the inmobi ad portion of your code? I am very curious to see how you implemented it.

  • Are you able to choose what kind of ads you want? I downloaded your game today and saw an ad for Adult Friend Finder. I clicked the ad just to send a bit of revenue your way, but I wonder if this ad is appropriate for the audience of the game.

Very fun and unique game! Took me a few minutes to put it down and type all of this. [import]uid: 14218 topic_id: 13730 reply_id: 53783[/import]

Hi,

As of today the fillrate is globally 32.27 %, it has been around 33% since the beginning.
But as I said before it varies hugely between coutries : 87% in France, 80 in USA and 7% in Canada for example.

The code was partially posted above but it’s something like (can’t post the whole AdManager we are using) :
[lua]local ads = require “ads”
ads.init( “inmobi”, appID )
ads.show( “banner320x48”, {x=newX, y=newY, interval=5, testMode=false} )[/lua]
and remove it (by timer or on dragon click for us) :
[lua]ads.hide()[/lua]

As for the ads sometimes being for adults, I noticed that also. We’ll be releasing a Kids version soon (with easier levels) which won’t have any ads mainly because of that. The only filtering I saw for inmobi is by keywords, not by rating, which I’m not sure would be very effective …

Best,

Phil
[import]uid: 51301 topic_id: 13730 reply_id: 53870[/import]

Thank for filling me in. Just one last question, what’s your ad revenue like? $1-2 per day? More? Less?

I’m really trying to get a feel for inMobi and how other developers are faring with free ad supported games.

Thank you again! [import]uid: 14218 topic_id: 13730 reply_id: 53913[/import]

Hi,

What I can say right now (been out 3 weeks, about 4000 downloads over all Android stores, we need some traction because people seem to like the game, at least the ones who rate it), it looks like every download earns about 1 cent. So it doesn’t make much … pays the Android licence though ;).

Best,

Phil
[import]uid: 51301 topic_id: 13730 reply_id: 53931[/import]

I’m seeing a long delay before any ads are shown on Android, and regardless of what banner-type I select, it looks like 320x48 is only ever shown. Interval also seems to be inconsistent. [import]uid: 4596 topic_id: 13730 reply_id: 54561[/import]

You might consider the alternative to inmobi I created here http://moonbeamdevelopment.com/?name=corona-lua-ad-network-leadbolt

Richard [import]uid: 9046 topic_id: 13730 reply_id: 61292[/import]