Lunar Ads - New App Cross Promotion Network launch

Hi Everyone,
I wanted to write in (being a long time Corona app developer) and let everyone know our new app cross-promotion network is ready for the masses! http://lunarads.com/signup/

We are still working out a few kinks but it’s been running solid for over 2 years in-house and we think it’s time to let you guys take advantage of it!

We are opening this up to Corona developers first (because we love you guys so much!)

Our goal is to get as many developers cross promoting as possible so it makes it easier for all of us to get an app downloaded we made using Corona (or other platforms :).

We know how tough and expensive it can be to market an app. Why not cross promote with others!

Imagine having an app with a million downloads showing ads for YOUR app? It’s possible with our network.

The best part is, we have a Corona wrapper that installs in seconds and you can begin pushing Lunar ads with little to no effort. Even if you don’t want to use the wrapper, just call a simple script from a web view and viola! You are cross-promoting with others.

Our implementation is HTML based so even if you want to customize where the ads are displayed and how often it’s all up to you.

Consider signing up with us, it’s free (for now until the servers catch fire) and only takes a few minutes to start an account and build your first ad.
http://lunarads.com/signup/

Best,
Richard Harris, CEO
Moonbeam Development
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Just dropping a note to let everyone know about some awesome changes to LunarAds.

We now support multiple mobile ad networks and app cross promotion at the same time!

You can select your app to run Admob, Leadbolt, Tapit, Pontiflex networks, and cross promote with other developers! And if that is not enough, turn on Google Analytics for your app with the click of a mouse and watch your app being used in real time!

Also - we’ve added a new feature to make things a bit more fair when it comes to cross promotion. We are now tracking the app promotion balance for every developer, so we make sure one of your apps are promoted for every impression you are giving another app - a 1 to 1 ratio.
More info about that here https://lunarads.com/?page=How_App_Cross_Promotion_Works

More updates coming soon, follow us on Twitter, https://twitter.com/#!/LunarAds

I personally hope you will join http://LunarAds.com so you can take advantage of all we have to offer the Corona community :slight_smile:
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Inneractive ads are now active in the LunarAds network. Just put in your APP ID and select to use Inneractive within your LunarAds Channel and they will appear in your app.

There are also some new items in the menu, and a news section has been added to keep everyone aware of daily changes.

More to come, stay tuned!
Richard
http://lunarads.com
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Just installed Lunar ads to give it a try. The code worked, which is more than I can say for Inmobi. But clicking on the ad opened mobile Safari to an error page:
error 80020009
/cross/cross_web.asp, line 9

Subsequent ads worked, which is a good sign.

Does Lunar automatically adjust ad sizes for devices, like the iPad? [import]uid: 1560 topic_id: 21344 reply_id: 91845[/import]

Hi Dotnaught (gang)
I’m not sure what the error was you received, I checked out system and all is well.

Thanks for giving us a try! I know you won’t be disappointed with the revenue increase :wink:

Our latest SDK does auto scaling for iPad (and other tablets), yes!

Richard
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I’ve noticed that there’s a slight delay when ads are fetched, which I assume is a function of the way native.Webpopup works. This isn’t ideal for pulling ads while a framerate-dependent game is in progress. Is native.Webpopup not fully asynchronous? Any thoughts on reducing the stutter?

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That is a very good question. We haven’t seen any delay on our end testing it in multiple games. Usually the ad displays in less than a a few milliseconds. If you can give me a better example and maybe which device, network (wifi/3g) etc. you are using I might be able to offer some insight.

We have worked hard on making it a very fast experience, some networks though -are slower than others so you might experiment with them (we have 8 now :wink:

Richard
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This was on an iPhone 4S on WiFi. When on AT&T 3G, the delay is more noticeable. I’ll try blocking some of the ad networks to see if that makes a difference. [import]uid: 1560 topic_id: 21344 reply_id: 91978[/import]

Yes, I’m very curious to know which networks are delayed for you.

Our Test Results
Here is a report from a test we just did for ad delivery delay. These are the actual network delay times not the LunarAds delay system (which is almost 0), unfortunately we have no control over how long it takes a network to respond to a call to display an ad.

We used the LunarAds demo project as downloaded from our website and a iPhone 4s for testing.

We tapped the button “Show Lunar Ad” in the demo app to call an ad, and hitting a stopwatch at the same time until the ad was fully shown (crude I know but it’s real world results) :slight_smile:

Each network was tested a minimum of 10 times on each spectrum

Lunar Ads Cross Promotion Ad: Less than 1/2 second WIFI
Lunar Ads Cross Promotion Ad: Less than 1/2 second 3G

Lunar Ads Offers : Less than 1/2 second WIFI
Lunar Ads Offers : Less than 1/2 second 3G

Leadbolt Banners: 1-3 seconds WIFI
Leadbolt Banners: 2-3 seconds 3G

Leadbolt App Wall: 2-5 seconds WIFI
Leadbolt App Wall: 2-5 seconds 3G

Tapit: 1-2 seconds WIFI
Tapit: 1-2 seconds 3G

Admob: 1/2 second to 1 1/2 second WIFI
Admob: 1/2 second to 1 1/2 second 3G

Pontiflex App Leads : Just under 2 seconds WIFI
Pontiflex App Leads : Just under 2 seconds 3G

Inneractive: 2-3 seconds WIFI
Inneractive: 2-3 seconds 3G [import]uid: 9046 topic_id: 21344 reply_id: 91989[/import]

For what it’s worth, the delay between ad call and ad load is not the issue…it’s that enterFrame events aren’t being processed in the interim. So calling an ad while the game is in progress causes animations to pause until the load is completed. I’d have thought that a true asynchronous call would not do that.

I may be able to work around this by timing the ad load to occur before a level is loaded and then adding some extra delay as padding, but that’s not really ideal to keep ads loading every 60 seconds. [import]uid: 1560 topic_id: 21344 reply_id: 91994[/import]