This right here is what I have been wondering for awhile now... I'm on the verge of having to come back in a few months to see if the ads thing is already implemented... so far I feel cheated of my license money because I was in the impression that the monetization was there - since the free version didn't include it, at least per the sales page in store.
I guess I have to tinker with Unity for the time being and see if I can make some of my ideas true there (including monetization)...
And by the way... the canvas scaling thing should also be a priority, I can't tell enough how retarded it is that you develop and test on your pc with the reso settings set for the phone screen width... and then when you test it on the phone (with cocoonjslauncher) the window size doesn't stick but shows too much...
Also the performance is very poor, literally is more than 7 sprites on screen... laaaaag! WTF? And the sounds were just screwed up... enough for now...
There is no issue with canvas scaling. There are mainly three aspect ratios you should support 4:3, 16:9 and 16:10. You can totally make your game look how it should on all ratios with scale outer(I believe)... if you plan ahead on which ratios you wish to support. There are somethings that just can't be handed to you... often because it would limit more advanced uses. There are limits and complicated features to every engine or tool requires you to work around and further explore to utilize properly. many people use ads and ccjs just fine, so its not like it is impossible. The C2 licence is the best bang for your buck, period.