Meetup with Ludei

Discussion and feedback on Construct 2

Post » Mon Mar 11, 2013 11:03 pm

[QUOTE=ArcadEd] That really sucks on the admob support. We have proven time and time again that mopub sucks when it comes to fill rates. Admob is backed by google, why not implement it?

Ahh well.[/QUOTE]

Pretty sure AdMod is supported. And it is the only one they will support for now, with others when time frees up or when the SDK supports it (SDK coming sooner)
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Post » Mon Mar 11, 2013 11:20 pm

Thanks firebelly. That was informative and really appreciated.

I wonder if the thread I started on the dev ouya forums helped push Ludie on this. Maybe, maybe no
http://forums.ouya.tv/discussion/comment/7408/
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Post » Tue Mar 12, 2013 12:08 am

Wait, what? AdMob is supported now? Not just through Mopub like in the past?

From Ludie
"Below there is a list of supported ad networks at this time. We support all this networks using MoPub as network mediator, so the first thing you will need is a MoPub account to manage which networks you want to integrate in your app and how they will rotate."

Now if they have direct admob support, then awesome. Doesn't sound like it though.ArcadEd2013-03-12 00:11:53
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Post » Tue Mar 12, 2013 12:28 am

[QUOTE=ArcadEd] Wait, what? AdMob is supported now? Not just through Mopub like in the past?

From Ludie
"Below there is a list of supported ad networks at this time. We support all this networks using MoPub as network mediator, so the first thing you will need is a MoPub account to manage which networks you want to integrate in your app and how they will rotate."

Now if they have direct admob support, then awesome. Doesn't sound like it though.[/QUOTE]

Here is the full quote on that.
"Admob is supported already. We support plenty of ad networks at the moment. Every event we are we receive around 10 requests for new ad networks. We can't afford to integrate all of them. Right now we are going to stick to the ones we have (and we will announce another one soon). Whoever want these ad networks (or others) they will have to wait either until we add them or until the SDK for extensions is released."
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Post » Tue Mar 12, 2013 12:41 am

Ok, they don't actually support AdMob, they support Mopub. MoPub supports many different networks through mediation. I get that.

I was just getting excited thinking they actually had native Admob support now. Oh well :). Thanks for bringing it up to them anyway.

I'm excited for the SDK for extensions.
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Post » Tue Mar 12, 2013 4:58 am

Thanks for the info and asking the questions for us. Quite happy to hear about web GL especially!

Did you ask specifically/get an answer about JavaScript performance, or just mention that it was important to us?

[QUOTE=inkBot] Hopefully they'll up the file size limit when they get Ouya support going. Because honestly, unless your game is small in scope or use very light assets, 30MB will not cut it for a game.[/QUOTE]

Cocoonjs is limited to 30 MB?? That simply has to get fixed. Does anyone know why they would require games to be that small?Arima2013-03-12 05:00:13
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Post » Tue Mar 12, 2013 5:18 am

Max file size allowed for me says 200mb. I'm a premium member, maybe 30mb is the limit for non premium?
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Post » Tue Mar 12, 2013 5:32 am

Ah, that makes more sense. Thanks for the info.
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Post » Tue Mar 12, 2013 6:15 am

I think that Valve's Steam Box will crush Ouya out from the market and that's why Ludei should just forget it and focus on improving CocoonJS's speed with WebGL on mobile. nemo2013-03-12 06:18:17
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Post » Tue Mar 12, 2013 8:37 am

Thanks @firebelly, that's some awesome clarification. If WebGL becomes available, does that also mean the memory management aspect of WebGL will also be there?
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