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

@WideAwakeGames, I’ve got no clue why you get the error.   Perhaps only difference is that I built the app using daily build 1087 (not 1086), but still, it shouldn’t make any difference…  Maybe it’s worth checking to make sure revmov.lua you have in your project folder is the RevMob SDK v5.1.0 – I mean, can it be possible you forgot to replace the previous version with this one?

Naomi

@WideAwakeGames, maybe try removing the “local” before the Revmob calls on your main.lua?

I double checked. Even went as far to re-download the 5.1.0 SDK and downloaded the latest build. Same error. Also ran it from Corona instead of LuaGlider, same error. 

@WideAwakeGames, that is strange.  Are you testing it on iOS or Android device?  I did not get any error on iPod Touch 5G when I built my game app using Corona daily build 1087 and RevMob v5.1.0.  I did not change any of the code when I updated the SDKs from Corona daily build 1054 and RevMob v5.0.  (I did not test it on iPad, because I display iAds on iPad devices.)

I looked at the error you posted earlier… and oh… I noticed the error is from the simulator.  I don’t know if you can test this on simulator.  I only display my house-ads on simulator, so of course I’d never see the error you posted.

Did RevMob get back to you?

You might also want to test it on device to see if you get the same error.  Who knows, it may be simulator specific issue after all.

Naomi

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. 

mine just went public 2 days ago, I am seeing, clicks and ad details on the Dashboard, I’ll post back next week to update more details on numbers, etc…

show some log from logcat from the android build maybe i can help out. It should work on android. I fixed it in my old games a while ago.

iOS: Update 2 apps with the new rev mob version etc. Now only one i getting installs the other only clicks and impression…

no replay from revmob yet ? this is becoming more and more annoying.

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

Hey guys,

I’m still using the old sdk that uses the UDID. I’m getting around 3-4% install rate.

I want to send an update of the game using the latest sdk. Any new? Did you start seeing installs with the new SDK?

Still not showing installs for me guys. My game aint released yet… but I have disabled TEST MODE… and am getting impressions and clicks reported… so would expect installs too.

Corona 1076 with RM 5.1

Gonna try talk to RevMob. This is the only thing holding me up for release… I’d go with an alternative option, but we are so limited with Corona. Anyone any experience with other full screen ad options? (Note: IOS only)

Cheers

R

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

Naomi

i have same situation, several apps after review but not yet released, no test mode, impressions / clicks or no installs, corona 1076 + RM 5.1, only iOS

Same problem here. I’m only using RevMob for ads and now I’m afraid to upload the binary not knowing if it’s a server side problem or a problem with their lua script.

Tested with no test mod, getting impressions/clicks, no installs corona 2013.1094 on iOS

I emailed them too.

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: