When Is Revmob Sdk For Corona Going To Support The Latest Build

I have always been able to test on the simulator until I replaced the revmob.lua file. The revmob support guy asked me to test with the official build after I provided the output from the latest daily build. Same error. I rolled back to revmob 4.1.0 and again the same error. This is so weird. 

Try making a copy of the REVMob sample app, put your ID’s in it and run it and see what happens.

But also try Building and putting on the device. I am not getting any errors on the simulator with the latest build for the MAC - not testing on windows as of yet.

But as of Yesterday’s test I am not getting any ads on the devices - except in Testing mode…

I will try to rebuild with this flag turned off this evening.

Larry. 

i found that 5.1 + corona 1082 is working for me. Ad is displayed, click is working, going to store, install game, open it, play a while. Then go to dashboard, see impression, see clicks, but see no installs. Repeat on other ios device with same effect, then with another, quite new one and same effect.

I am sure this one new device has no revmob ads installed before. When installes are posted ? it was real time i think.

Tom

Tom @Bladko, that’s worrisome.  Does that mean we wouldn’t be getting any revenue at all with RevMob v5.1?

Naomi

That doesn’t sound good at all.  Maybe someone from RevMob can shed light on this.  I was just about to start integrating RevMob into my app.  I think I’ll work on the iAd integration this morning and hold off on RevMob until I learn more…

-Jerry

So riddle me this. I have the following 4 lines at the very beginning of my main.lua 

[lua]

local REVMOB_IDS = { [“Android”] = “510708949c1d2f1600000004”, [“iPhone OS”] = “5106ef8499d91916000000d6” }

local RevMob = require (“revmob”)

RevMob.startSession(REVMOB_IDS)

RevMob.printEnvironmentInformation(REVMOB_IDS)

[/lua]

So I get the weird error. I copy and paste the 4 lines into a brand new main.lua with nothing else and everything is OK. So then I go back to the original file and comment out everything except these 4 lines. I still get the weird error !!! 

Mystery solved. I started copying .lua files from the original project folder to the new blank folder one by one. When I copied a file called network.lua I got the error. I don’t recall what that file is for but obviously not needed since removing it didn’t stop the game from working. 

Glad you figured it out :slight_smile: I’ve been testing and have not had a problem in test mode and Now I am publishing to the app store.

Wish me luck :slight_smile:

Larry

you will not see any installs :confused:

What do you mean? You mean that their system is not working? That they are not paying out?

I wonder if their details are Realtime or Time Delayed - like 12/24 hours? Have you checked again?

Larry

Out Itunes free version gets a good bit of downloads so I should be able to tell something, after a few days in the store… I’ll report back on any findings and compare REVMob on IOS and Inner-active on Android ( which I can see their Ad’s displayed and click thrus now ).

So I should be able to tell if there is any funny business going on by RevMob on IOS.

Larry

I have a couple of issues using latest revmob version 5.1 with the public build (1076):

  1. on iOS, everything seems to work, I see impressions and clicks, but there are no installs, although I’ve installed on my device twice to check. I’ve also sent a mail to the contact us mail.

My guess, is that they have a problem identifying the device based on fingerprinting (assuming this is what they do as an alternative to using UDID). you should note, that without UDID there is no longer ~100% guarentee that a user installing a game from your app will end up in your installs at revmob. this is since fingerprinting is statistics method to identify a device. this works around 60-70% of the time.

  1. on android (defy+ device) revmob crashes the game. don’t know why yet, but might be related to scaling, since it seems that the networking part is working properly from the log.

I would like to release my game on android, and would appreciate if Revmob team can investigate the second issue asap and would also be good to know if they can confirm the nature of the first issue.

Without quicj solution to the second issue, I will need to use another ad network.

@Rune7 - You should be able to use the older version of RevMob SDK for android. Maybe that will fix the crash? 

perhaps, but I can’t maintain two code bases for android and iOS. i’ll disable their sdk until they resolve it.

You wouldn’t need a separate codebase. Rename the older version of Revmob to revmobOld.lua and do the following:

if system.getInfo('platformName') == 'Android' then RevMob = require 'revmobOld' else RevMob = require 'revmob' end

When revmob is fixed in future, just remove the conditional code and revert back to RevMob = require ‘revmob’.

@rune7 

let us know which version of revmob does not cause crashes for you.

I’ve got the same issue and since we are close to release would like to see other options than to wait for revmob to release a fix.

i wonder if revmob is going to update SDK itself or just some changes on server. This is quite important before 1 of May.

Hi Krystian6,

I’m afraid I will not spend time on checking revmob. I do not have capacity to spend on 3rd party code. I’ve disabled them on android for now and will use only regular banner from other ads networks for my latest game. if and when they solve it, I’ll test again and add them back (if it doesn’t involve new sdk version, than I can do it from my server).

I will also disable on iOS, even though their sdk works there, since they do not provide installs to my account. no sense in hurting user experience when you get nothing from it.

I’m just now adding ads to my app prior to submitting it to the stores.  This discussion has put me off of RevMob for the time being.  So apart from iAds for apple, what ad providers have been successful for you, with Corona?  The choices seem to be limited…

-Jerry

jhoward,

though I’ve tested ads before, this will be the first time I use ads in a game. I’m using a good library posted here called AdMediator and I can control which ad networks to activate from my server. I will primarily run iAds on iOS initially and then switch to the other available networks in AdMediator if needed.

I have RevMob as interstitial only provider on top of the banners, but I do not have a replacement for that yet.