Your Experience of Mobile Ad Fill With C2 + Cocoon

Discussion and feedback on Construct 2

Post » Wed Jan 30, 2013 1:26 pm

Hi All,

I've previously published my C2 games to Google Play using Cordova/PhoneGap and Eclipse, embedding the AdMob sdk to deliver ads.

As CocoonJs gives me a far better frame rate, I published my last game (Chimpy Joe Flea Face) with CocoonJS in early December, using their MoPub ad plugin to serve up the ads.

Going the Eclipse route, I'm getting at least 98.95% fill rate, but using MoPub through CocoonJS I have been averaging a fill rate of just over 60%. This is quite frustrating and means I'm missing opportunities to make revenues.

In MoPub I've activated AdMob, InMobi, MobFox and also the MoPub Marketplace itself, but still a terribly low fill rate.

What's your experience of MoPub ad fills with your CocoonJS apps, are you getting similar rates? I haven't switched on any filters or ad blocking, so it looks like 60% is as good as it gets. I'm considering going back to Cordova and Eclipse, but will need to investigate how to tweak the performance first. It's a shame, because I think the CocoonJS game performance is way ahead of the competition.

Cheers.

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Post » Wed Jan 30, 2013 2:45 pm

@AndyWatson I just finished developing a game, and I am in the process of integrating MoPub right now.

There's not much info on how to do this though it's all scattered, and hidden across multiple websites. Do you have any tips, suggestions, or links?

I want a banner ad to show on the top of every layout kind of like your games. I don't know if I am doing it right but what I did so far was got a premium CocoonJS account, created a MoPub account, and in my game I did this:

On start of layout--> Preload banner ad

CocoonJS is in CocoonJS--> Show banner ad top center

Does that look right?

I was then going to go set up a AdMob account, and activate it in MoPub.

Would that do it?
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Post » Wed Jan 30, 2013 3:11 pm

@Wink Yup, you're on track there, it's very similar to how I did it. I don't think I trigger the preload though. On start of layout I just run 'show banner ad'. Other than that it's identical.
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Post » Wed Jan 30, 2013 3:55 pm

Ok, thanks AndyWatson. I triggered the preload because I seen some posts were ads were taking a long time to appear.

I'm also looking forward to hearing other users experiences with there ad fill tip's, and tricks. Wink2013-01-30 15:56:51
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Post » Wed Jan 30, 2013 7:03 pm

I didn't bother preloading as I'm calling the ad as soon as the game launches.
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Post » Wed Jan 30, 2013 7:15 pm

@wink - you'll also need to add the relevant JSON code in the extensions tab of cocoon.

...looking forward to hearing anyone else's experiences of MoPub ad fills...
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Post » Thu Jan 31, 2013 11:25 am

[QUOTE=AndyWatson] @wink - you'll also need to add the relevant JSON code in the extensions tab of cocoon.[/QUOTE]

Yep, thanks for the reminder. Well after a successful compile with CocoonJS I installed the debug apk on a Galaxy S3 to test it, and everything seems to be working well except when I click on the MoPub demo ad nothing happens.

Is this suppose to happen?

Also I noticed over the last 16 hours or so in my MoPub account that I am getting a 100% fill rate.

Do you think this is because I haven't set up a AdMob account yet, and activated it in MoPub?

Another thing I have to fix is my banner ad appears right on top of my game over my HUD's score, and part of the play area. I could probably move some things, and rebuild in Cocoon.

But how did you get the banner ad's to appear outside of your games playing area like on your Ninja Fart Hero, and Santa's Reindeer Roundup games?

Awesome games by the way Wink2013-01-31 11:35:48
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Post » Thu Jan 31, 2013 12:46 pm

@wink Glad to hear it's all up and running!

When you run a demo ad it will fill every time, as it doesn't have to make any external calls. I didn't run a demo ad, I just went ahead and released.

Heh, heh, thanks for your comment about Ninja Fart Hero and Santa's Reindeer Roundup. I published those using Cordova and Eclipse, not Cocoon, so I could get around the code and place the ad in a separate window area.

Chimpy Joe Flea Face is the one that I wrapped in Cocoon, and the ad sits over some of the screen area. I had to design my background with some blank space at the footer to house the ad. The only problem is that when an ad doesn't fill it just leaves a black space.

I'm days away from launching a space shoot-em-up and for that game the ad is overlaid on the gameplay, but in an area that doesn't matter. That way, it doesn't look odd if the ad is missing.

Hope this helps and I look forward to checking out your game.
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Post » Sat Feb 02, 2013 8:17 pm

@AndyWatson yes I remember when you released Ninja Fart Hero if I remember correctly that was the first Construct 2 game on the Google play store.

I think I might have found some info that might help with fill rates basically you set the CPM value for each of your networks, and MoPub tries the network with the highest CPM first. This might affect our fill rates since MoPub Marketplaces Minimum Acceptable CPM default is set at 0.25.

I got this info from the second post on this thread:

http://forums.makingmoneywithandroid.com/advertising-networks/885-how-does-mopub-works.html

Anyway, I appreciate all the help you have given me in this thread. Thanks to you I now have my firs Android game on the Google Play Store https://play.google.com/store/apps/details?id=com.littleapplabs.fallingfruitfrenzy.

The ads are appearing some times but when you click on them nothing happens. All I did was add my AdMob account to MoPub, paused the demo ad, and the MoPub Marketplace automatically was activated then. I'm at my wits end. Iv never been this stressed. I just spent the last 36 hours searching, and reading the internet for a solution with no luck. I am really starting to hate MoPub.

I must be doing something wrong. Any ideas?
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Post » Sat Feb 02, 2013 9:24 pm

Cool game, have just had a few plays. I think u were one of the first to play ninja fart hero weren't u?
I've no idea why your ads won't click thru. Maybe create another mopub banner, don't set it to test and attach that one to your ff app. Worth a shot.
Yup, i tried the cpm value thing a few weeks ago, not much changed. Have now tried your preload suggestion, i think it makes a difference...
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