Cocoon and Fullscreen ads

Discussion and feedback on Construct 2

Post » Mon Jan 13, 2014 4:25 am

@ArcadEd, it looks like your first event is running every tick. Add a 'trigger once' bellow it, time the event, or simply preload the ads on start of layout.
I haven't played with cocoon but usually if something runs once it'll have an arrow at the beginning of the event.
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Post » Mon Jan 13, 2014 5:07 am

Thanks, I did fix that once my app crashed the first time, I noticed the problem there. That didn't fix the issue with ads not loading though.

What I am doing now is just refreshing the ads every 60 seconds globally in the app. Then whenever I go back to level select, it loads up the ad that has been refreshed. I'm guessing the preload only works for the initial load of an ad, then refresh loads in a new ad and gets it ready. At least that is kind of what debug is telling in eclipse.
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Post » Mon Jan 13, 2014 4:01 pm

What I did above worked. So in a nutshell.

On start of first layout, preload ad.

Show that ad when you want. If you want to show another ad at another time, use Refresh Ad to gather a new ad and then show it when you want.

Hopefully that makes sense :).
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Post » Mon Jan 13, 2014 4:51 pm

@ArcadEd

Thanks for info,
good luck and remember to post - after some time - some general info about eCPM for fullscreen ads
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Post » Wed Jan 15, 2014 3:50 pm

@szymek
Here are some stats from a full day (yesterday).

Let's Spell and Word Search are both running Banner ads and were built using phonegap through eclipse. I manually added in the admob sdk.
Let's spell has 14,000 active installs and Word Search as 16,000 to give you an idea.

Word Search 2 is just running admob interstitial ads through mopub/cocoonJS. It has about 1,000 active installs currently.

883 Requests
$1.35 revenue
$1.56 eCPM

Right now it's working ok, much better than greystripe. Once I have a full month of it running, I can give some better numbers.

ArcadEd2014-01-15 17:44:13
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Post » Wed Jan 15, 2014 4:01 pm

@ArcadEd

Maybe you could use banner for 90% time and call fullscreen 10% (for example: when going back to menu and so on)
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Post » Wed Jan 15, 2014 5:19 pm

I didn't design the game to have room for a banners during gameplay, which is why I am just using Interstitials on WSKF2. I'm pretty happy with the results so far. As the game gets more installs, the numbers will just increase.
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