How do I optimize ads? (17 000 impressions in one day)

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Post » Tue Dec 09, 2014 12:29 pm

Hi.

I'm using Admob via Mopub for my iOS version of my game Bit And Run and in one day i have over 17 000 impressions but the revenue is only about 0.5$

And my other game Kim Jong Jetpack only has about 1 640 impressions and has generated over 10$

The ads works the same in both games and so I don't know how I can earn so little for so many impressions. Anyone have any good advice what to do to improve this?

You can find the game here: https://itunes.apple.com/us/app/bit-and ... &ls=1&mt=8

Thank you in advance :)
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Post » Tue Dec 09, 2014 3:18 pm

Hello,

Im a little bewildered too by the C2-Admob partnership. I have made apps in C2 using the Admob interstitial plugin and it generates way, way, less than a similar app written in Java (Android) and coding in the Admob key reference.

There seems to be a definite pattern between impressions reported and low revenue using C2.

Below is a daily report for some of my apps. The highlighted, yellow, app is the only C2 app, all the rest were created using java/Eclipse.

Its as if the impression is fetched but never displayed. The ads do show so Im not sure why this pattern exists in all my C2 apps.

Just throwing in my 2c.

PS - If you're using banner ads, its historically very low when compared to interstitial. But 5c is way too low.

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Post » Tue Dec 09, 2014 5:20 pm

Thank you for your input.

I use both banner ads and interstitial and my stats are way way worse :P

Impressions = 17 041
Expected earnings = 0.58$

My ads are quite friendly and don't make you click them by mistake. But I guess you have to make people click them by mistake to earn money on ads because nobody clicks on ads in games on purpose :P
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Post » Tue Dec 09, 2014 6:28 pm

Your stats are terrible. Using trickery or not, with 17,000 ads served your income should be way more than youre getting. I run a simple banner add (iAd) on a relatively unsuccessful iPhone app, and that generates $1 per day. It gets nowhere near 17,000 impressions per day.

Something is not right - perhaps youre are requesting ads but not showing them?
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Post » Tue Dec 09, 2014 7:51 pm

I know but the fill rate is 93% so the ads should be showing. I don't like when I finally have an app that actually alot of people are playing but don't earn anything because my ad setup i wrong :P And if you want to update the darn app on app store you have to wait for a week or two to get the update reviewed and that sucks.
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Post » Tue Dec 09, 2014 8:16 pm

A little off topic but I cant get an answer anyplace:

How are you integrating interstitial ads in an iOS app? I can use iAds for banners in my iOS apps but cant for the life of me see how i can use interstitials.

I assume your using AdMob in your C2 build but then do you use XDK or some other scenario? What type do you export from C2?
How do you integrate the Admob plugin for iOS?

Thanks - sorry for the questions but i dont think there are many of us using Ads in our C2 apps so info is scarce..
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Post » Tue Dec 09, 2014 8:26 pm

For my Android builds I use XDK Crosswalk and that works great with admob. But I haven't been able to build an iOS app using crosswalk so for my iOS games I use cocoonjs and there I can serve admob ads with my mopub account.

Its pretty straight forward precedure with cocoonjs for iOS even if I get the feeling I'm missing out on my revenue. But if you want to serve alot of ads without earning anything. That's the way to go ;)
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Post » Tue Dec 09, 2014 8:51 pm

Thanks much :)
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Post » Wed Dec 10, 2014 3:20 am

@Ludei

screenshot posted by @JLH1964 is quite shocking (about interstitial ads) so may you finally say what % from ads is taken by Ludei?

@Anonnymitet

how many app downloads do you have?
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Post » Wed Dec 10, 2014 11:50 am

Hello,

szymek wrote:@Ludei

screenshot posted by @JLH1964 is quite shocking (about interstitial ads) so may you finally say what % from ads is taken by Ludei?


No, we don't take anything. All the earned money is for the user.

Regards.
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