Your Experience of Mobile Ad Fill With C2 + Cocoon

Discussion and feedback on Construct 2

Post » Sun Feb 03, 2013 4:40 am

Thanks, a lot of optimization went into it so I could keep angles, and rotation. And yes I just happened to be online when you released ninja fart hero, and it said 0 downloads so I bought myself a copy.

I tried another mopub banner but got the same result. But the good news is I figured out the problem. I used a lot of layers for that game by giving each sprite group there own layer I was able to increase my FPS from 35 to 37 all the way up to 60 to 62. So I thought maybe a layer somehow ended up on top of the mopub banners. What I did to fix this was change:

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

to

On start of layout--> Show banner ad top center

Then rebuilt it in CocoonJS, signed it, Zipalign it, and reloaded it to the Google play store, and now the ads work great

By the way I just seen your new game release Galactic Fruit Wars. Awesome job! Great graphics, and the game play is very smooth.
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Post » Sun Feb 03, 2013 12:38 pm

@wink kickass news that you sorted the ad calls! Interesting that your layering technique had such a massive effect on fps - good tip.
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Post » Mon Feb 04, 2013 3:45 am

@wink I'm super curious about your FPS gaining technique for cocoonjs. Would you mind sharing or elaborating? Thanks!

@AndyWatson Glad you got this issue worked out! Are you able to set the title to [SOLVED]? I'm not quite there yet with cocoonjs but I know I'll be looking for this thread soon ;)
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Post » Mon Feb 04, 2013 3:52 pm

[QUOTE=basspenguin] @wink I'm super curious about your FPS gaining technique for cocoonjs. Would you mind sharing or elaborating? Thanks![/QUOTE]

Well actually I use a combination of many different techniques but for the technique I used in my last post on this thread I kind of found it by accident. What I was doing was creating groups for my sprites, and after that I thought it would be better to organize each group of sprites on there own layer to create a faster work flow for adding, and editing things. So I made a bunch of new layers and moved the sprites to there corresponding layers, tested my game, and I couldn't believe the gain in FPS. But now that I think about it Ashly might have enabled the screencanvas rendering mode in the CocoonJS object when I made these changes so that might have helped the giant gain in FPS a little bit. But still not that much.

Just so everyone knows though I got the 60 to 62 FPS on a Nexus 7, and a Samsung Galaxy S3. These are high performance machines. When I tested it on my 2 year old original Samsung Galaxy S running 2.3.4 My FPS increase only went from 12 to 14 FPS (practically unplayable) to 20 to 22 FPS (just playable). So FPS really depend on the type of devise yet.

If the CocoonJS cloud compiler ever lets us set our minimum supported OS I am only going to support 4.0 and up. I know this is giving up on a big share of the market right now but by this time next year even new low end devises will have the same performance as the Gallexy S3 does now. That and I wont have to do such heavy optimization on my games anymore.

Ashley wrote some good advice here:

The Great HTML5 Mobile Gaming Performance Comparison

And here are the official Performance tips:

Performance Tips

Basically the biggest FPS killers Iv found are:

1. Sprite font or anything that rewrites itself over and over.

2. Using the System Every tick event. Instead use the System EveryX seconds, and enter 1. This will give you a dramatic increase in FPS, and it works just as well.

3.Setting angles, and rotation. If your game requires these set rotation in the animation editor instead of using actions and events, and set angles in the Object Type properties window instead of using events, and actions when ever possible. For some reason I got a 5 FPS increase by doing it this way.

4. Large, and or to many sprites will kill your FPS

5. The physics behavior is a performance killer period. Try faking physics instead with the bullet behavior, or the platform behavior.

6. Semi transparent sprites, and use of a fader will also lower your FPS.

Making mobile games is almost more of an art form than an exact science. Every game is different, and you can't have it all quiet yet but it's getting there. It's just a lot of trial and error, and a whole lot of testing but that is what being a developer is all about.

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Post » Mon Feb 04, 2013 8:27 pm

@AndyWatson

I have almost the identical scenario to you. My first game was done with eclipse, phonegap and the admob plugin. Life is good there. Fill rate is good and the payout is nice.

My next 2 games I went with Concoon/mopub and I had a very similar problem to you. Low fill rates, ect. Basically what I did was turn off the Marketplace for those apps. I personally don't think the marketplace is worth it.

So for my Droid apps, I only have the admob network running and it's around 88.8 percent fill for the last 14 days.

My iOS apps I just have iAds working. Those fill rates are around 78% for the last 14 days.


I am really hoping phonegap implements some kind of direct canvas because I love having the build control of using eclipse and xcode for my final builds.
ArcadEd2013-02-04 20:28:31
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Post » Tue Feb 05, 2013 12:57 pm

@ArcadEd I thought things might get better by preloading the ads, but it doesn't seem to have made a difference, it could be too early to judge yet though.
Chimpy Joe Flea Face has a fill rate of 58.02% for the last 14 days. Galactic Fruit Wars, launched just a few days ago, is at 83.3%.
As you say, Admob does a far better job, barely ever dropping below 98% fill.
Cordova with some kind of direct canvas would be great, I totally agree!!
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Post » Tue Feb 05, 2013 3:36 pm

@AndyWatson Have you made sure the Mopub marketplace is shut off for you apps?

Also, I did go ahead and create some in house ads in mopub to direct traffic to my other apps, those help with the fill rate as well.

I really wish cocoon would just offer direct support to admob and iads without the need for the cumbersome MoPub.
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Post » Wed Feb 06, 2013 12:47 pm

@ArcadEd No, I haven't shut off marketplace, as I thought that would backfill any gaps and improve the fill rate. I'll switch it off and see what happens, thanks for the suggestion.

I've been in contact with someone at @Ludei for a few weeks or so, to see whether they will provide direct support for the Admob sdk as an alternative to using MoPub, but so far no luck :-(
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Post » Fri Feb 08, 2013 10:38 pm

We compiled our last game Adam Asmaca with CocoonJS using MoPub. But we only usr AdMob network for better fill rate. For now, we got 3011 requests and 2993 impressions. Fill Rate: 99.40%
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Post » Thu Feb 21, 2013 1:40 pm

question for you guys. My ads are not popping up at all on the debug apk file that i launched on my phone for android. Do i have to compile and release it to the google play store for them to be viewable? As i cant view any test ads or anything in mines
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