Inneractive Ads - has anyone tried it?

I’m testing inneractive banner ads on an Iphone4 and iPad2. This is what I’m seeing using Corona 703:

On the iPhone4 it’s difficult to tell for sure if the resolution of the ads are for retina or not, but they *appear* to be the correct retina resolution and are scaled properly to fit the screen.

On iPad2 the ads are stretched horizontally to fit the wider screen width, but *aren’t* stretched vertically enough to compensate so the effect is the ads look squashed vertically. Additionally, they are definitely low res ads suitable for iPhone 3, and so look extremely blurry. I tried both iPhone and iPad inneractive app IDs and got the same result, but judging from the ads served it looks like inneractive/Corona “knows” this is an iPad even when I specify an iPhone app ID. I don’t understand why they would serve low res ads to a known iPad.

I do change the native width and height in my config.lua file depending on which device the app is running on so perhaps what I’m seeing on the iPad is related to that. It would be useful to have a Corona example app with innerative ads working on all supported platforms to test against. Presumably Ansca uses something like that for internal testing.

[import]uid: 9422 topic_id: 18652 reply_id: 72766[/import]

Thank you, Rob, for the quick note/update.

Thank you, XenonBL, for sharing your experience. +1 for Ansca to provide us “a Corona example app with inneractive ads working on all supported platforms to test against.”

Naomi [import]uid: 67217 topic_id: 18652 reply_id: 72770[/import]

Hey, XenonBl, here’s a post about sample inneractive code in the latest build : http://developer.anscamobile.com/forum/2011/11/27/inneractive-new-ad-network#comment-72817

Naomi

Edit: I’m assuming this is available in the latest 704 build. I haven’t downloaded it yet though. [import]uid: 67217 topic_id: 18652 reply_id: 72820[/import]

Thanks for the heads up re: Ansca’s included sample inneractive ad code, Naomi. I tested the sample on my iPhone4 and iPad2 (using my own inneractive app IDs) and got similar results as my previous tests.

The ads looked ok on the iPhone4, although I’m pretty sure they are low res iPhone3 style ads scaled up. The are slightly blurry but not horribly so since the screen is small.

On the iPad2 the ads are still low res versions scaled up, so they look very blurry on the larger screen. They are stretched to fit the full width of the screen but the stretch vertical is not enough to compensate so the ads look noticeably squashed.

I assume, since this is vanilla Ansca code, they have tested and are aware of these issues, especially on the iPad. I hope a fix is in the works, or at least some additional controls on the size and stretch of these ad display objects are made available for us to correct the visual glitches.

EDIT:
Building for the Xcode sim shows the same issues with the inneractive ads. No need to have the actual devices to see the problems. Interestingly, the Corona sim does a much better job duplicating all the other elements of that sample app than the Xcode sim does: The background, buttons, and text are all rendered incorrectly on the Xcode sim when compared to a real iPad device. If only the Corona Sim could similarly show the ads!

[import]uid: 9422 topic_id: 18652 reply_id: 72842[/import]

Hey, XenonBL, thank you for posting your test result. That’s good to know. I forwarded the link to your post to Orly at Innteractive. Maybe she’ll get back to us. Let’s hope the issue is being worked on.

Naomi [import]uid: 67217 topic_id: 18652 reply_id: 72849[/import]

Well I heard from an iPad tester tonight and she sent me some screen shots.

The iPad ads scale up proportionally. I didn’t see any skewing. The one on my iPhone is centering properly using this code:

 local adX = display.contentWidth / 2 - 160  

On the iPad, the ad is shifted to the left a little bit. I suspect that its because of my math above.

[import]uid: 19626 topic_id: 18652 reply_id: 72858[/import]

Thank you, Rob, for sharing your experience. I’m still working out other parts of my game, so I haven’t reworked the ads related code in my game, and I don’t have first hand knowledge of what it looks like. That said, I wonder if it’s the difference in the config.lua setup that causes the different results? Dunno.

Naomi [import]uid: 67217 topic_id: 18652 reply_id: 72867[/import]

i have found that Inneractive Ads Crashes on older ios devices

i have a bug report post here:

http://developer.anscamobile.com/forum/2011/12/10/new-inneractive-ads-crashes-older-ios-devices [import]uid: 58777 topic_id: 18652 reply_id: 72868[/import]

I just tried to do full screen ads during my loading screens between levels (well failed attempts at beating a level)

Sure enough it showed a full screen ad (well not really, it was just a banner taking up the full screen…)

But it gave me a skip timer that after a few seconds turned into a skip link. However, it does not work. Tapping the “skip” does nothing.

Also I had set a timer that calls "ads.hide() after 30 seconds (the duration I said the ad would be there for before rotating, and it failed to hide the ad. Meanwhile in the background, my next level started playing (I have it on a timer too that if you don’t tap the continue button, it continues for you.

So if I can’t get rid of the full screen ad after a certain period of time, I’m not going to be able to use this.

Any inneractive engineers around to answer this? Any Corona SDK engineers around to answer why ad.hide() didn’t hide the ad?

Thanks
Rob
[import]uid: 19626 topic_id: 18652 reply_id: 73140[/import]

Hey, Rob, thank you for the post. I am considering full screen ads between levels, so I’d like to hear how it is intended to work (and whether what you’re trying to do is do-able, and if not, what might be the work around).

Naomi
[import]uid: 67217 topic_id: 18652 reply_id: 73167[/import]

Hey Guys and XenonBL. Just tested the new inneractive banner and got the same results you have. On iPad we have a squashed banner. Hoping this can be solved asap to build a new version and move from inMobi. [import]uid: 61887 topic_id: 18652 reply_id: 73269[/import]

Edit: A quick update from Orly at inneractive about the banner sizes here:

http://developer.anscamobile.com/forum/2011/11/27/inneractive-new-ad-network#comment-73195


Hey, Rob, thank you so much for the info. So… does this mean all iPhone banner ads (on portrait, I presume) is fixed at 380 x 50 now?

With the InMobi Ads API, it used to b 320 x 48 (which has, I hear, recently changed to 320x50 – see http://developer.anscamobile.com/forum/2011/11/28/inmobi-trouble#comment-70715).

The thing is, I set aside 320 x 48 banner space at the bottom of all my game/level screens after I test-coded the InMobi banner ads to my game pretty early on (before I designed and implemented all 18 levels). It is going to be a real pain to add 2 more pixels (and shift objects) in each screen if I were to use InMobi Ads.

And 380 x 50 won’t even fit in iPhone’s 320 x 480 screen. (Could it be that 380 was a typo?)

Naomi

[import]uid: 67217 topic_id: 18652 reply_id: 72759[/import]

Two of my apps that use ads are now waiting for review at Apple. We will see how this changes things.

After a conversation I had with Orly, you need to have two AppID’s. One for the iPhone and one for the iPad, so I added this code to my system to make sure the right AppID gets used with the right device…

local adNetwork = "inneractive"  
local appID = "OmnigeekMedia\_GameName\_iPhone"  
local model = system.getInfo("model")  
if model == "iPad" or model == "iPad Simulator" then  
 appID = "OmnigeekMedia\_GameName\_iPad"  
end  
  
ads = require "ads"  
ads.init( adNetwork, appID )  

Thought I would share. [import]uid: 19626 topic_id: 18652 reply_id: 73693[/import]

Thank you, Rob, for the info! I appreciate it!

Naomi [import]uid: 67217 topic_id: 18652 reply_id: 73694[/import]

We considered the Interactive ad network and Orly is most helpful. After a conversation with her I’m afraid based on their payout terms alone (68 days after the end of the month served) which I think could end up being 3 months total after you start your campaigns, you’ll get a check.

Most other ad networks (that aren’t mediated like Interactive) provide NET30 or even NET15 terms…

That is sort of a deal killer for us at the moment. If they ever change that, we’ll consider it more closely.

[import]uid: 9046 topic_id: 18652 reply_id: 73802[/import]

I’ve tried both for a month now. So in my own experience: Even tho inneractive has a higher fill rate its pay is lower. Inmobi has a lower fill rate but higher pay. I like that inneractive has a rep here and faster response time, ads also seem less buggy. Inmobi has never shown an ad on any Android device for some reason.

But as of now, pay-wise it looks like things will turn out around the same. I will stick with inneractive now since Corona seems like it will put more support behind it. [import]uid: 99244 topic_id: 18652 reply_id: 73810[/import]

Hey guys,

Just wanted to share with you an article by Techcrunch with inneractive’s info graphic and insights:
http://techcrunch.com/2011/12/15/in-mobile-advertising-does-size-matter/

This article is talking about the differences between screen size and its affect on CTR.

Would love to hear comments about it :slight_smile: [import]uid: 109623 topic_id: 18652 reply_id: 73932[/import]

Here are a few interesting tidbits…

First, while not inneractive vs. inmobi related, I submitted 3 of my four apps to the app store after 11pm on Tuesday of this week. All three were reviewed and approved by 7pm yesterday. What a fast, fast turn around for Apple!!!

So with 2 of the 3 apps that I uploaded, I switched from inMobi to inneractive figuring it couldn’t get worse. The 3rd game is the full version of Omniblaster since I want to keep the lite version and full version at the same release point. My other ad driven app, I hope to get out this weekend.

Any way, in 14 hours of the new apps being up, I’ve made 8% of my total inMobi earnings and I’ve been with inMobi since Ansca launched them a few months ago (what like August or so?).

That seems impressive, nearly 10% at this pace, I’ll do more with inneractive in 10 days than I did with inMobi in over 100 days. But here’s an interesting factoid that makes this number even more staggering… only 3% of my free apps have been updated and have only 15 hours under their belt.

Yea, I’m a little bit excited about this…

And my fill rate… 100%

I can’t get too excited, because these games are aging and people tend to not play older games, so there will be an initial surge, but I’m thinking this may work for other apps and new games going forward.

[import]uid: 19626 topic_id: 18652 reply_id: 74200[/import]

Quick update…

It’s official. It took 3 days of being with inneractive to make what I had done with inMobi in 4 months. I’ve gotten a fill rate of over 99% since switching.

Now its still not enough money to even count yet. But as my free apps continue to update, there is a glimmer of hope that this ad provider will actually make revenue in future apps.

Unfortunately for me, games have a shelf life for the post part and my current games are not getting the play they did before. But as I move towards new games, I’m hopeful that and ad supported roll will be useful.
[import]uid: 19626 topic_id: 18652 reply_id: 74625[/import]

Has anyone tested Inneractive on Android? I have tried both the banner and text ads, but I don’t get any hint of a banner and with where the text ad would be, I get a solid white line that fades in and out on the intervals. Thanks [import]uid: 54716 topic_id: 18652 reply_id: 75408[/import]