New CocoonJS plugin from Ludei! Open source!

From the Asset Store
10 Orchestral Soundtracks / ~2 mins each / 11 audio clips in total
  • > Ashley will C2 be updated to include the latest functional CJS plugin soon or you guys are letting it remain open source and manually installed by users?

    >

    Yes the latest plugin is already included, but only in the latest beta version of C2.

    lwgames

    I set mopub up like you've said, but i don't get an impression from my networks

    [attachment=0:314vdeph][/attachment:314vdeph]

    i never used marketplace so i disabled it so i get the full impression from admob.

    as for now impressions check all the steps, do you get attempts? do you use 1.4.7 compiler or 2.0.0? Please show me a screenshot with the global segment (blur your apps or pm me), the inventory screenshot is useless in this case, so it doesnt help me. Did you set the eCPM for each ad on the global segment?

    nim80 it usually takes sometime, try a few minutes, hours and check if is updated.

  • AndreasR

    If you setup Marketplace and with a low CPM cap of 0.01 or thereabouts, you'll only get Marketplace Ads rather than AdMob.

    I disable Marketplace and only run Ads from AdMob. My CPM for a 350 x 50 banner Ad hoovers around $2 ($2 per 1,000 impression) all this time. Can't complaint since that's decent, just need more users to generate more income obviously.

    I'm hesitant to throw full screen Ads into my games, it just feels so wrong and dirty to me since I personally hate intrusive Ads.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Actually, the way mopub has explained it to me is the your HIGHER CPM ads get first crack at an ad, and then it goes down from there. That is how you prioritize your networks.

    According to mopub that is . I don't completely get it either, I know my games actually running the admob sdk just much higher ECPM than those running through CJS/Mopub. With that being said, just kind of have to go with the best option you have at the current time. Right now it seems it's CJS/Mopub.

  • Actually, the way mopub has explained it to me is the your HIGHER CPM ads get first crack at an ad, and then it goes down from there. That is how you prioritize your networks.

    According to mopub that is . I don't completely get it either, I know my games actually running the admob sdk just much higher ECPM than those running through CJS/Mopub. With that being said, just kind of have to go with the best option you have at the current time. Right now it seems it's CJS/Mopub.

    Ed, Whats the ECPM you get running with AdMob SDK? For banner Ads, just for my sake to compare the numbers.

  • I have set 0.05 $.

  • Past 7 Days shown

    Now the last 2 are the same game that has about 20k active installs. Those that have updated the app are running through CJS. Those that haven't, are running through phonegap, sdk.

    The one thing about admob/phonegap is the banner ad is always on screen. However it doesn't interfere with your game space, it basically shrinks your game around the ad. If that makes sense. I used to get similar numbers with my Word Search For Kids game when it was all admob. I'm actually glad to see the numbers so similar.

  • ArcadEd

    It's probably the case that kids who play games wouldn't click on the Ads most of the time, especially Banners.. unless its placed in a location near their touch points (not something cool to do in general).

    My Flappy Sperm has medium maturity setting and i've got a consistent ~$2 CPM for the past few months for it, just an AdMob (via MoPub/CJS) banner on the bottom of the screen, not anywhere near likely touch points.

    From my reading other devs, that $6 CPM is extremely high for a small banner?

  • Seems like it's high, but my ads are on the bottom of the screen and no where near touch points, so I'm not really sure why that game is so high. I would never intentionally put ads in a place just to profit off them, it's a fast way to get really bad reviews and games pulled from the marketplace. I discuss it in detail in my course.

    The game has 30k installs and has been around for over a year. It averages over 300 installs a day and about 150 uninstalls.

    The game has been on the marketplace and untouched for about a year. It the amount of installs rose month to month. Based on some of the reviews, it seems it gets a lot of use in other countries for people starting out learning english.

    Here is a screeshot of the game with the ad.

    http://screencast.com/t/fHF5pVbOe4

  • Thanks Ravenheart for the hint. The problem is not the CPM value. The problem is the compiler 2.0.0 I didn't changed anything at Counstruct 2 & Mopub Settings. I just compiled with 1.4.7 and? I got the admob ads <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Can you all confirm this issue?

    I've opened a ticket at ludei's help center

    http://support.ludei.com/hc/communities ... with-2-0-0

    Thanks for your help <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • ArcadEd and everybody

    Do you refresh the ads in cocoonjs. Have any event like Every 30 seconds -> refresh banner ?

  • Refresh is taken care of by Mopub (it's a setting when you set up your ad units) so I don't manually do it in C2.

    On full screen ads, I do have code that refreshes them ever 60 seconds so when I am ready to show them, they are good to go.

  • AndreasR Did you use the built in plugin, or the one from Github in your project?

  • Hi AndreasR ArcadEd

    Ludei cocoonjs new plugin works with no javascript error, in manual install ?

  • most of us cant use 2.0.0 with ads because it doesnt show ads. At the same time 1.4.7 and the open source Cocoon JS, only works with normal banners, you can hotfix the refresh banner by editing the runtime, but it wont fix the broken preloadFullAds, and it asks for it on refresh or request. So pretty much at the moment:

    You can only banner ads, with 1.4.7 and cocoon js plugin with hotfix... Instead of getting better, it gets worse, what i am not surprised... Of course with 1.4.7 you cannot use music also, crash on sleep...and dont started on how many people told me that my app eats battery like candies even with suspend.

    At the same time 2.0.0 you can finally plays music with no crash on sleep, but it seems crashes more often on some phones and of course no ads. A proper compiler cant come soon enough, but we are probably many months away...

  • AndreasR Did you use the built in plugin, or the one from Github in your project?

    I use the manuell updated Plugin which you can download from github + the runtime.js fixed by herksaw.

    Plugin: https://github.com/ludei/Construct-2-plugin

    Fixed runtime.js (Fix crashes on browser preview): https://github.com/ludei/Construct-2-plugin/pull/4

    Slice no you need to update manually the runtime.js to get no javascript errors. Check the links above.

    lwgames

    You can only banner ads, with 1.4.7 and cocoon js plugin with hotfix... Instead of getting better, it gets worse, what i am not surprised... Of course with 1.4.7 you cannot use music also, crash on sleep...and dont started on how many people told me that my app eats battery like candies even with suspend.

    Have the same at my games, but also with 2.0.0

    I hope the will fix the plugin and the compiler soon.

Jump to:
Active Users
There are 2 visitors browsing this topic (0 users and 2 guests)