Welcome to inneractive

Hey KenRogoway,
This is super awesome and thanks for sharing! One thing that I thought might be a great addition is to link off to a full version of the game in displayDefaultAd function with something like this:

 adImage:addEventListener( "touch", adDefaultClick )  
 adInfo.group:insert(free)  

and then go off to the Marketplace for the version without ads when the user clicks on the defaultAdImage.

Some folks don’t have cell connection (e.g. Kindle Fire users) and those might not create a lot of ad revenue. Showing them this with a link to click on for the ad-free version might be something to explore to create awareness that there is an ad-free version.

–wunderwuzzi [import]uid: 118947 topic_id: 19981 reply_id: 83506[/import]

@wunderwuzzi,

That’s a great idea! [import]uid: 16734 topic_id: 19981 reply_id: 83562[/import]

Everyone,

Rob Miracle asked me this question, so I thought I’d share the answer.


“Shouldn’t the call to show the ads in your cInneractive module pass in ‘fullscreen’ instead of ‘banner’?”

The answer is NO. The entire point of this module was to provide a work around for the current hang that happens about 50% of the time when using full screen ads.

Once Ansca fixes this bug, there will be no need for my example. [import]uid: 16734 topic_id: 19981 reply_id: 83595[/import]

The reason I asked Ken the question was Orly’s comment earlier:

“Another reason why we are pushing full screen ads is because by the end of Q1 we are going to implement the rich media ads in the full screen ads. These ads generate much higher eCPM - http://blog.inner-active.com/2011/09/inneractive-goes-interactive-with-10-global-rich-media-mobile-ad-partners/

I don’t know if its the case now, but a full screen ad should always drive a higher eCPM. Yes, you will be getting a higher Click-thru rate and its still a CPC industry (cost per click) which is more revenue, but interstitial ads have always paid better than banners, medium rectangles and button ads.

So before I push an app that may only show 2-3 ads per run, they have to count. I’m going to email Orly to get the low down on this.
[import]uid: 19626 topic_id: 19981 reply_id: 83605[/import]

@robmiracle,

I totally understand what you are saying. However, until Ansca fixes the fullscreen ads we have NOTHING we can do unless you are willing to have your app hang 50% of the time. [import]uid: 16734 topic_id: 19981 reply_id: 83619[/import]

I tried to get a first-hand experience of skip-button-not-working issue, but it’s never happened with my game in development. I’ve generated AdHoc build, played and seen a couple dozen fullscreen ads between levels today (and much more since I implemented the fullscreen ads), but I’ve never come across a case where skip button failed to appear or not to work.

Unless I do see it as a real problem for my game, I do not want to add the safety measure that Ken has graciously shared with us. So… I’m not entirely sure what to do.

Any thoughts on what might be causing the skip-button-not-working issue? If there’s a specific reason for it, and if I’m not triggering it (because I don’t need it in my game), perhaps that’s why I haven’t seen this issue with my game…

Naomi

Edit: I’m using daily build 706 (and Director 1.4, if it matters). [import]uid: 67217 topic_id: 19981 reply_id: 83654[/import]

Ken seems to be a Director based programmer and he’s having problems. But in my experience, I have full page ads working in a Director based app (though I used to have problems in Director… but not lately…) but my storyboard based app has been a 100% fail so far. Now my pages are based on the storyboard template that has a background touch handler active and I don’t know if that’s interfering with me or not.

[import]uid: 19626 topic_id: 19981 reply_id: 83657[/import]

@robmiracle,

Our latest app uses storyboards instead of director. We are seeing a lockup about 50% of the time.

I’ve used director for most of my examples because that’s what a lot of people have used for shipped titles. [import]uid: 16734 topic_id: 19981 reply_id: 83658[/import]

Hi Ken & Rob, thank you for your comments. It almost sounds like the issue is triggered when inneractive fullscreen ads are shown when an app uses storyboard API for scene changes. It’s good to know.

Thanks again!
Naomi [import]uid: 67217 topic_id: 19981 reply_id: 83659[/import]

@Orly,

Is there any chance that Inneractive can extend their Corona “special” where you provide 100% of the ad revenue for a month? This deal ends today, but since Ansca hasn’t resolved the hang that happens when using full screen ads we have held off on submitting our app.

Thanks,

Ken [import]uid: 16734 topic_id: 19981 reply_id: 83883[/import]

Does anyone know the following:

  1. when calling ads.show(), is the operation asynchronous or not? (because when that call is made, I’m seeing framerate dropping to zero for about 1-2 seconds) - this only happens when show() is called for the first time within the app.
  2. first time show() is called, while using a banner ad type, a screen flicker happens (white background), and for a second or so, half the screen is covered by a white rectangle, after which the ad appears correctly and within the appropriate dimensions.
  3. While on 3G network only (on wi-fi I do get ads), all ads appear as white slim rectangles - if this is a fill miss issue, why are they displayed at all?

Issue can be reproduced with the demo sample app as well (maybe 1 would be harder to notice, so just add a timer with a 1 second count, and display the text - you’ll see it skipping 1-2 second values)

If any of you have had previous experience with any of the above, and are aware of workarounds, or pending bug fixes, please let me know.

Thank you. [import]uid: 117906 topic_id: 19981 reply_id: 84211[/import]

Great post. Can you share the updated .lua file with the rest of us and please post it?

Thanks,
richard [import]uid: 100815 topic_id: 19981 reply_id: 85244[/import]

Please can you find a way around the adult content issue, I’ve had a couple of bad android reviews because of this recently. I don’t mind if it means a drop in fill rate, I just don’t want to serve up those ads on apps I have marked as 12-17 age group. [import]uid: 36590 topic_id: 19981 reply_id: 85335[/import]

@underwaterdiver,

Who are you referring to? What code do you want posted? [import]uid: 16734 topic_id: 19981 reply_id: 85341[/import]

@cbartlett and orly

I selected “Age Group: All” and “Category: All” when creating the App on the inneractive dashboard. Since I specified “Age Group: All” I assumed that it’s filtering out adult content. Is that not true? My game is for kids, so I don’t want anything weird.

–wunderwuzzi [import]uid: 118947 topic_id: 19981 reply_id: 85354[/import]

Hi Ken,

I’m referring to your post #47 where you sent @Orly updated code for your cInneractive Wrapper Class. After looking at my post I can see it doesn’t refer to the post I was replying too. I’ll have to keep that in mind next time. Chagrin.

Who am I?
Just a guy wanting to do something totally awesome like write an awesome app.

I’m hoping apple approves my submission this week.

I only started last September with Corona after 2 grueling months with Xcode.

I signed up for inneractive last month and am at the point to wrap my brain around it and am reading through this blog and found your contribution quite kool (among others).

You, among a few others, really seem to know your stuff and I enjoy reading the things a group of you have been contributing to the community. Very selfless and kind and it’s most appreciated.

Everyday I learn more and sometimes it seems like it’s hard just to keep up with all the changes. But change is good and what doesn’t kill us makes us stronger.

Not to leave out many wonderful people out there but it’s really enjoyable to read you, rob miracle and Peach. You guys are awesome contributors.

Thanks. Do you mind posting the updated cInneractive Wrapper Class code?
Or you could email it. richard@wetbluepix.com

Again, Thanks.
Richard [import]uid: 100815 topic_id: 19981 reply_id: 85363[/import]

Email sent. [import]uid: 16734 topic_id: 19981 reply_id: 85371[/import]

Well last night my little home-brewed puzzle/physics game was approved by Apple. It too is a free game with Inneractive banner ads. I’m set for a 30s refresh rate, and the banner is up the entire time the player plays the game

Although it’s been only 12 hours now, I wanted to share the results with everyone because I think it’s important for people to know what to expect, and -hopefully- to share experiences so we all can have more realistic expectations.

Since someone else posted stats in this thread, I thought I’d post mine from the first ~12 hours with Inneractive banner ads. (This is iPhone/iPad only!)

Impressions: 1626
Fill Rate: 99.026% (Nice!)
Clicks: 22
CTR: 1.353%
eCPM: $0.13
Revenue: $0.21

In the US, which I would expect to be among the most lucrative markets, 836 impressions received a whopping 7 clicks! (0.84% CTR)

So the fill rate is there and I congratulate Inneractive on that. However, the eCPM is so far from what Inneractive promises on one of their pages, that it’s a bit disheartening to say the least. I read somewhere on their site about a 3x higher eCPM then some other service (was it inMobi, I forget), which was stated as a $1 eCPM average.

Being ~15x short of that claim is a bit troubling to say the least. I didn’t expect to get rich or even live off a single relatively simple game, but at ~ $0.42 a day on the critical first month I will probably not even get to the threshold where I actually get paid a dime by Inneractive. I hope things vastly improve the next few days, and I’ll definitely be back to update my experiences.

So far I’m underwhelmed. I guess I will have to update quickly with a full-page ad thrown in somewhere and see if that improves things a bit.

Thanks to Orly for the open communication, and I hope I’ll be able to write a better review of my experiences in the near future! :slight_smile:
[import]uid: 20929 topic_id: 19981 reply_id: 85522[/import]

@Eric - Ive been speaking about the same subject as you by some time now and also all clicks my Inneractives Ads gets, it is only worth 0.01c or even 0.00c! o.O

Will it CHANGE Inneractive?
Thanks,
[import]uid: 89165 topic_id: 19981 reply_id: 85523[/import]

Hey Eric,

Thank you for sharing your results with us.
Can you please provide me the full name of your app so I will be able to download it from AppStore and check it out.

At the current stage of your app - 1620 ad requests is not enough to analyze the results.

Feel free to contact me via email for further investigation and APS help - orly[at]inner-active[dot]com [import]uid: 109623 topic_id: 19981 reply_id: 85542[/import]