Publishing To App Stores

Strange you didn’t lose admob as well.

To open a new Google Play account you’ll need a new IP, new PC and new bank. I know devs with more than 10 different accounts all run via VPNs using family bank accounts!

Well, that does make for interesting reading. Thanks for the information. I will investigate this! :slight_smile:

Best I don’t use AdMob if I do manage to get a Google Play account going…

A lot depends on the way you’re trying to monetize your apps. For us we are doing a subscription model and it breaks down like this for revenue:

Apple 80%
Google 15%
Amazon 5%

I find it surprising to write off Amazon completely. It’s not a huge source, but I’m sure many devs would like a 5% bump in revenue for not much extra work.

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Amazon is much harder to monetize from ads, since our three best performers (FAN*, AdMob and Unity) don’t support the Amazon Appstore, but in terms of IAP, when I look at our ARPDAU, Amazon monetizes just as well as iOS, with Android players being only just slightly behind.

Obviously, a lot of this will depend on your target audience, and my feeling is that Kindle misses the fat part of the bell curve, with its users tending towards small children and older folks. So, if your core user base is rad teens playing your game on their phones at the skate park, probably don’t bother with Amazon. On the other hand, if you envision players using your app on a tablet while drinking their morning coffee or at the end of a long day, give Amazon a try!

Like @kbradford said, it doesn’t take much extra work.

*FAN stopped working for us (and at least a few other Solar2D developers) a few weeks ago, but I’m hoping a plugin update will get it back.

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@kbradford Thanks for replying. Yup - that revenue split seems perfectly inline with my understanding of the main app stores. I appreciate of course that there will be some variation between developers.

@colinmorgan that’s disappointing to hear that three of the ‘big guns’ in the ad space are not supporting the Amazon store. I appreciate you telling me that.

If you envision players using your app on a tablet while drinking their morning coffee or at the end of a long day, give Amazon a try!

Now that certainly sounds like my target market. I will look to publish on the Amazon store. I will also try Google Play, and see if they let my app stand even though they terminated my account 5 years ago. Actually, scratch that - I may end up forfeiting my AdMob account and that would be painful.

I seem to recall Amazon (5 years or so ago) had a model where they paid developers according to the time users engages with apps. I don’t know if that’s still the case? I will look into it.

Just a small note. Currently for me Chartboost for Amazon has very good eCPM. I am getting about banner eCPM of .20, interstitial at around 5.50 and rewarded just slightly above 6.00. This is with a heavy tilt towards Mexico and India users. And don’t forget Amazon ads still have eCPM of $.90 for banners when they fill them. And as @colinmorgan mentioned people on Amazon are more likely to spend on something stupid that they want (especially if they are getting a discount with the Amazon coins).

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No. Amazon does not have Amazon Underground anymore. It was a flop. The money was not great either. I made more money with ads than with their payment scheme. Which looked good on paper:

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@agramonte I would love to be able to use Chartboost. Unfortunately, my Chartboost ads suffer from the Invisible Ad Syndrome. (I checked again three weeks ago, so the updated plugin didn’t fix it for me.) How are you getting around it?

My ironsource plugin. I have not noticed the blank ads. For Amazon I am currently using:
At the top:

  • Amazon Ads
  • Chartboost
    Then:
    Unity (shows ads eCPM fairly low).
    AdColony (shows ads eCPM fairly low).
    Admob (through Admob I show Simplisafe links). I get paid .26 cents per click.

You can get it here:

@agramonte - thanks for posting those eCPM figures. I’m certainly motivated to publish to Amazon now given that it’s not much extra work. Ah! Amazon Underground - that was it! Those numbers look paltry. I can see why it flopped.

Also, I wanted to add to this thread. If you are using Admob and are on a third-party app store please remember to enable the store in your settings for the app in Admob.

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@agramonte Wait a minute- you can use AdMob with apps in the Amazon Appstore?!?

Yes. Although I have only have used it through ironsource or appodeal as a plugin. Not sure if the current standalone admob plugin would work.

@agramonte I don’t see that “App stores” setting in AdMob. This is what my “App settings” screen looks like:

Interesting. I don’t know what to tell you. You are missing the package name setting also. All I can think of is that I have a beta of the UI. I am a beta tester for new features (and yes I get paid for my time) but I don’t believe this is one of them because they usually call me or send me an e-mail.

All my apps look like this:

I don’t use admob since the plugin broke and fwiw I have this option.

I wonder if it’s to with if you are using mediation or not. My dashboard looks like @perflubron’s and I don’t use mediation. I believe @agramonte does use mediation. What about you, @anon63346430?

I don’t use mediation but still have those options. Maybe age of account or how much revenue has been earned?

There was a notification in the AdMob UI on Dec 8th that the ‘other app stores’ option was now available to me.

I got that too, so I went ahead and added one of my Amazon apps to AdMob, configured it up on my end and did a build. Unfortunately, from the look of things, AdMob may be ready for the Amazon Appstore, but our AdMob plugin isn’t. Here’s the error I got:

I/Corona  (21915): ERROR: Runtime error
I/Corona  (21915): java.lang.NoClassDefFoundError: Failed resolution of: Lcom/google/android/gms/ads/RequestConfiguration$Builder;
I/Corona  (21915): Java Stack Trace:
I/Corona  (21915): 	plugin.admob.LuaLoader$Init.invoke(LuaLoader.java:557)
I/Corona  (21915): 	com.naef.jnlua.LuaState.lua_pcall(Native Method)
I/Corona  (21915): 	com.naef.jnlua.LuaState.call(LuaState.java:564)
I/Corona  (21915): 	com.ansca.corona.CoronaLua.dispatchEvent(CoronaLua.java:140)
I/Corona  (21915): 	network.NetworkRequest$LuaCallback$1.executeUsing(NetworkRequest.java:612)
I/Corona  (21915): 	com.ansca.corona.CoronaRuntimeTaskDispatcher$TaskEvent.Send(CoronaRuntimeTaskDispatcher.java:179)
I/Corona  (21915): 	com.ansca.corona.events.EventManager.sendEvents(EventManager.java:100)
I/Corona  (21915): 	com.ansca.corona.Controller.updateRuntimeState(Controller.java:319)
I/Corona  (21915): 	com.ansca.corona.graphics.opengl.CoronaGLSurfaceView$CoronaRenderer.onDrawFrame(CoronaGLSurfaceView.java:434)
I/Corona  (21915): 	com.ansca.corona.graphics.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1625)
I/Corona  (21915): 	com.ansca.corona.graphics.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1380)
I/Corona  (21915): 	at init (External Function)
I/Corona  (21915): 	at initialize (?:0)
I/Corona  (21915): 	at updateAds (?:0)
I/Corona  (21915): 	at (Unknown Function) (?:0)