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

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

Still not seeing any installs on iOS. I hope revmob figure something out soon! Maybe revmob can use the new options on iOS released by corona on build 1095 today. iOS - add system.getInfo() support for “iosAdvertisingIdentifier”, “iosIdentifierForVendor” and "iosAdvertisingTrackingEnabled

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.

Thanks rune7,   I wasn’t aware of AdMediator.  I’ll check it out.  I just got iAds working well on my iphone and the xCode simulators.  So things are moving along on that front.

hmmmm. I too have revMob working in my app… which is now ready for release… but no installs. Anyone get anything back from RevMob about this issue?

Cheers

No RevMob stat updates for a few days now. I am pretty sure I am going to pull them off my app and replace with something else on IOS - anyone have code for iAds?

I know for a fact I should be getting impressions and a few clicks because my free app is downloaded about 50 + per day.

I think it’s time to look onward…

I’ve had odd results lately with Revmob too. Pretty low install rates then all of a sudden one day within an hour i get like 70 installs. Then it goes back to only a few again. I think it’s their advertisers who are delayed in reporting installs. Not much we can do about it I guess.

@doubleslashdesign If you don’t see any clicks, then it might be something else. I have apps with both old sdk (using UDID) and new one. And both show the impressions and clicks.

The only problem is with the newer one that doesn’t record the installs. I emailed the guys, and they told me they fixed the problem in the first day this thread was created. Then I pointed them to the last page where everyone of us confirms there’s a problem.

They said they will look into it. I have a new game waiting for review using their latest sdk, so I hope they will fix the problem sever-side soon.

@rebelwax I noticed some weird results too lately. The install rate went from 1% to 7-10% (as it should be).

I also have this concern.

Do you have any idea? Back to old version?

Today is also pretty strange …  22 installed only  7 iOS 15 android …  $ 5.79 

Never see this before.

the new version behave also have some difference (EX. my devices have no new app to install , but they still give me Ads . Change the old version, it will not give me Ads )

I posted the question to the RevMob team and their answer was:

"We are facing a few delays on install reporting from advertisers.

Those installs are never lost so you should not worry about it."

Hey all, I was away the past couple of days… wasnt able to test but was keeping updated with the forum. I got same response from RevMob last week… ie. “delay on installs reporting from advertisers” and my installs for the previous days magically appeared.

I have tried to contact one of the guys since then with no success… I pointed them to this forum and told them they need to post a response. Nothing yet it seems! I did an install on the 27th… hasnt shown up yet. Im not doing loads of installs, I shouldnt have to in my opinion… an install should show up, end of!

I dont like the sound of " reporting from advertisers"… does this mean they have no way of tracking installs inhouse? Whats does it actually mean!? I am very dissappointed with the radio silence from RevMob.

They seem to miss the point that alot of us are monetizing our apps through this type of advertising… and its extremely important that it works from the day we launch.

Its just not acceptable for install reporting to be delayed by 6 days! OR lost completely. And it messes up the stats for us too when looking at the efffect of small changes in strategy… if one day we get 2 installs an then get a report of 100… but they have not correlation with the days they were actually installed.

I am one unhappy customer now! 3 emails direct to a member of the RevMob team… no reponse at all… nothing… the last one asking for just any sort of “response” to let me know they are at least working on it… instead of saying “its all ok, just a delay on reporting” … that to me is something that is broken and needs fixing… whether it be a technical fix or a pipeline issue.

tut tut tut… not good!

Richie