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

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Post » Mon Dec 15, 2014 4:05 am

O_O
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Post » Sat Dec 20, 2014 7:15 am

Any official comment? I know @Ashley is not responsible for ads' income but I'd really like to know if he or anyone knows why C2 apps shouldn't get similar results to native apps.
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Post » Sat Dec 20, 2014 8:32 am

i know all ads don't cost the same to place, I guess that means some ads are more valuable to display. I'm guessing at that as I've never been on that side of the business. Could that be somehow a factor?
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Post » Sat Dec 20, 2014 9:05 am

@rho I wish I knew. I know it's a bit of a black art, and perhaps those who know aren't all that inclined to say.
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Post » Sat Dec 20, 2014 2:05 pm

When I still had Ads, I was consistently getting around $2 per 1,000 impressions for a banner on the bottom.

It was similar via MoPub/AdMob (about 80% fillrate) or when it was direct via AdMob (which higher fillrate).

Reading around, it seems around $1-2 per 1,000 impression is a normal result for banners.
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Post » Sat Dec 20, 2014 2:29 pm

I have around 50 000 impressions now with a bottom banner and it has generated about 3$ so I have turned off the ads now because it isn't worth it :P
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Post » Sat Dec 20, 2014 4:30 pm

Anonnymitet wrote:I have around 50 000 impressions now with a bottom banner and it has generated about 3$ so I have turned off the ads now because it isn't worth it :P


I respectfully disagree. When implemented correctly (Java / Eclipse), ad-revenue is a very real source of income. I offer the following screenshot to encourage people to keep trying to figure out where C2 is falling down with regards to ads.

The screenshot is from income from the last year for the 'better paying' of my apps. None are C2. The screenshot is not intended to 'brag' but to show whats possible using AdMob for revenue.

Also, my revenue is poor compared to many other Android devs and nothing to brag about. :)

Why not try interstitial ads? My ad revenue climbed drastically when I switched away from banners (non C2).

Capture.PNG
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Post » Sat Dec 20, 2014 4:41 pm

I have no doubt that ads are a good source of income. I just meant that it is not worth it in my game at the moment until I've found out the problem. I have plenty of friends making alot of money on ads.

But something seems to be wrong with the cocoonjs admob plugin. Because I've made more money on the same app on android exported with crosswalk with only 250 impressions than I've made on iOS with 50 000 impressions :P So I have really missed out on money this time I'm afriad :(

I have interstitial ads but no one clicks them because I don't make them pop up in the middle of the game, hehe. I refuse to trick people to click ads.
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Post » Sat Dec 20, 2014 4:48 pm

Anonnymitet wrote:I have no doubt that ads are a good source of income. I just meant that it is not worth it in my game at the moment until I've found out the problem. I have plenty of friends making alot of money on ads.

But something seems to be wrong with the cocoonjs admob plugin. Because I've made more money on the same app on android exported with crosswalk with only 250 impressions than I've made on iOS with 50 000 impressions :P So I have really missed out on money this time I'm afriad :(


I understand. I just feel your frustration as 99% of the challenge is creating an app that people are interested in and you have obviously done that. Ads should not be the problem.

BTW - if your interested in an 'easy' but 'hacky' way to use XDK to create iOS apps with true Admob interstitial ads let me know. I'm reluctant to post it as it may be well known already and its no 'discovery'. I had an issue where I could export and create an app in XDK but no sound. I found a workaround that, for me, is way simpler than the Ejecta / xCode process.

Let me know if you want detais.
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Post » Sat Dec 20, 2014 5:08 pm

I know. I finally made a game that people actually download and keeps playing but don't earn anything on it. But the ads are showing and everything so I wonder where the money goes :P

I'm very interested in making my iOS games with XDK. Tried but with no luck. I don't own a Mac so when I upload for iOS I borrow from friends and all the certificates you need to publish a game on the app store makes me insane. So god damn complicated.

So if you have a working guide I would really appreciate it :)
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