Fullscreen Ads on googleplay

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Post » Mon Jul 14, 2014 11:59 pm

Do you guys have any luck getting Fullscreen ads to work on android devices?
Im using Admob/Mopub
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Post » Tue Jul 15, 2014 4:32 am

Hi,

Yes it's possible with CocoonJS but you need to update your CocoonJS plugin manually.

Find out more here: https://github.com/ludei/Construct-2-plugin

If you have updated the plugin check this 2 awesome tutorials, by @AndreasR showing you how do add admob via mopub and giving you an idea how to handle the leader board service

https://www.scirra.com/tutorials/1024/m ... onjs-games
https://www.scirra.com/tutorials/1010/g ... hievements

I have implemented both in my newest release of Running Rabbit on the google play store.
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Post » Tue Jul 15, 2014 9:01 pm

Thanks for the reply Refais23!
I just tried it, its still the same unfortunately...
Banner Ads work, but the fullscreen doesnt work.... I get like 24 attempts but 0 impressions on it
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Post » Tue Jul 15, 2014 9:17 pm

OH WAIT!!!!! ITS WORKING!! OMG ahahaha
I was testing on a tablet, while the ads were set as phone scale (didnt know that mattered) but it started working after i set it to "tablet" =)
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Post » Tue Jul 15, 2014 9:36 pm

Hmm, so on the Ludei's site:
Dev Portal> Services > Ads

There are 4 spaces for the AppStore: (which is awesome!)
AdUnit___________ for iphone Banner Ad
AdUnit___________ for iphone's Fullscreen Ad
AdUnit___________ for ipad's Banner Ad
AdUnit___________ for ipad's Fullscreen Ad

For Google Play, I only see 2......why arent they separated into phone and tablet?
AdUnit___________ for Banner Ad
AdUnit___________ for Fullscreen Ad

Do you know if I'm miss something? how come there's only 2 for Android?
Is there a way in the settings that can give me a total of 4 AdUnits?

Thanks!!!!!
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Post » Wed Jul 16, 2014 3:23 pm

@refais23 very good game my friend. Its been a week that I am trying to implement the same full screen ad but no luck. Can you please tell me few things:

1-Did you use new cocoonjs version to compile game?
2-I have added "Show fullscreen ad" action on a click of a button. So it should work right?
3-Marketplace is not approved but still it will show something or not?

Also i updated the cocoonjs plugin.

Thanks
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Post » Wed Jul 16, 2014 8:42 pm

Hello guys!
Which CocoonJS compiler are you using?
I've been using version 1.4.7 perfectly, but 2.0.0 and 2.0.1 never showed up any banner. Now they have just released a new version, 2.0.2 and it still won't show the banners.

Is it really necessary to update CocoonJS plugin manually? I'm using C2 version r175 bet.a
Thanks!
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Post » Wed Jul 16, 2014 9:00 pm

I tried both 1.47 and the recent 2.0.2 that was released

My ads work 100% on iOS because there are 4 Adunits separating phone and tablets.
But GooglePlay only gives 2 Adunits.......Do you know if this means I am only allowed to pick one?

Urgh....i hope I dont need to make 2 builds of the game now =(
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Post » Wed Jul 16, 2014 11:58 pm

That's also weird. Let me know about the limitation. Could you please enlight my about this issue? Why are you using more than 1 unit? I have always used 1 unit only.

Please, take a look at the screenshot attached. I'm trying to replace the CocoonJS plugin as recommended on previous replies. While exporting the project I get this error. Have you seen it before?

Thanks.
You do not have the required permissions to view the files attached to this post.
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Post » Thu Jul 17, 2014 12:55 am

Listen... I have another issue. The previous one cotinues to happen. Anyway... I keep going and ask for the system to try again.

After exporting, and launching the project on Xcode and running I get the following error at Debug window:

MOPUB: Banner view (ccc2b4b7b9934d1ab9d1d58d956cfd25) failed. Error: Error Domain=com.mopub.iossdk Code=0 "The operation couldn’t be completed.

Any ideas why this is happening?

Thanks!
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