pepperoniplayboy's Forum Posts

  • 13 posts
  • I suppose "inappbrowser" plugin can cause conflicts that prevent correct compiling of your project. It's my guess, but i haven't had similar problems and think it might be solved after proper checking your project. For the last days there were couple of questions here on scirra, concerning appodeal, but to my mind all of them can't be easily solved, cause the problems are likely to be on the code level or somehow out of typical. I can't understand why you guys just don't ping their support. It's their work an usually they offer themselves to check app's apk for problems and so on, so i recommend to do so. It's much easier than to wait for an answer from fellow developers like us here, on the forum =) cheers dude and good luck

  • I suppose there might be a mistake in code while initialization. I had a similar problem with interstitials, but it was on my side in fact) Their support is cool, ago i just sent them my apk and they did their investigation, so contacting their support team is a good idea. Cheers and good luck

  • pepperoniplayboy What team are you referring to when saying "they" ? IntelXDK team or the people that made the plugin?

    I mean appodeal's support team. I had a problem compiling my project and could't understand the reason. Had a chat and sent them the project, they replied within a day and helped to fix all. The problem was in dex files i was using.

  • I think that one of the most typical problems with projects is bigger amount of dex files or libraries used in the project, so try to check it. BTW their support is supper fast and often comes with a ready solution, so i think they'll help you the best way.

  • The problem is that I have just tried both and I can't get any to work. With the official Appodeal setup I can't build an app. It gives compilation error.

    With Cranberrygame's setup I cannot even add the plugin in Intel XDK.

    Can someone who managed to set it up put some light on this situation please?

    I suppose that the problem might be in libraries, if you've tried to edit them or in DEX files, cause if u're using lots of them there can be some limits on permissions. Anyway I'd suggest contacting their support directly and explain the problem, they have live chat on home page so it won't take long

  • btw Natx which ad formats r u using?

  • Could you please share you ecpm numbers for spain and other key geos you have? would be great to share the experience

    Hey

    You could give a try to Appodeal. They are from USA but my apps in the spanish market are performing very well (between 30% and 100% my eCPM increased). Effortless, one SDK, more than 30 networks and inmediately payouts.

    Hope this helps

  • Hey man!

    The easiest way to make money from apps is to earn on ads. Depending on the kind of the app you should use suitable formats. For instance if you have a game - stick to rewarded video or at least interstitials. If it's a utility app - check native ads, moreover some networks, Appodeal for example supports Native Video. The main point is to choose the right ad format, placement and frequency.

    There’s a plenty of various networks: mopub , vungle, unityads, chartboost, supersonic, admob appodeal, heyzap and so on. Among of them you see several mediators like Appodeal and Heyzap that allow you to cover several networks in one account. For the last couple of years i've tried some.Now im using rewarded videos, cause they have pretty high ecpm and keep gamers loyal to ad. Tried Chartboost for videos and interstitials and really liked it, they show game related ads. Vungle and Unity Ads were also ok, but after testing them I took a look on Heyzap cause they provide multiple networks – Didn’t like it because of lower eCPM + some difficulties with integration. After that tested Supersonic, its was normal, but decided to switch on Appodeal, as they pay instantly -no net30 or net60 it makes huge sense for me. Also it has all major networks in one account. The integration was painless. Had a tech issue as i'm not a tech ninja, but their support helped me to solve the problem within an hour. 'm on this p;atform for 5 months and it works great to my mind. Hope this might be helpful.

  • drive.google.com/open

    1. is this the correct way to set it up do i need to set on start of layout appodeal initialize, then appodeal show ad, and all layout

    or

    set start of layout appodeal initialize on only the first loading screen layout and only set appodeal show ad on the other event sheet i am use 3 event sheet so do i only need to initialize once on the first event sheet or i have to initialize it on all the event sheet on at start of layout.

    2. how do i test if it is working before unload it to the play store?

    3. do i need to use the admob pluging also in c2 with appodeal pluging and set admob initialize banner also?

    4. most i use ad unit or appodeal appkey link directly to my admob account?

    note if feel more comfortable ask the question here than ask appodeal thanks in advance oh my friend was asking the same question also so i think answer here we help him also....

    man, the question seems to be not that easy. =) why don't you ask their support team via live chat? It's really the easiest way to do it correct n quickly. I think that's it's better to ask a competitive specialist who's main aim is to answer such sort of questions.

  • [quote:1kt7d22k]Can anyone tell me/guide me regarding how to get downloads for your game? I've just freshly uploaded my game on Play Store and there are not much downloads, only 20 so far. How does it work out ? can anyone share their experience ?

    here is the playstore link: any type of feedback and suggestions on how to get downloads will be appreciated!

    Thanks.

    There are several ways of driving downloads. If you have a budget like $10k-20k then it's not a problem - you can just buy traffic using different sources. But still there's a free way of getting downloads, that can also be effective. I'll try to highlight some points:

    -Make a cover image for Google Play. It can really boost user downloads. Try to make it unique, slick and stylish.

    -Try to do some "professional and clean" screenshots of the app

    -Pay attention to App store keywords and description. BTW Sensor Tower is a great tool that can really help u with the analysis

    -A simple video walk-through of the app might be useful. You can upload it to YouTube providing the link to your app  

    -Use different forums. Reddit, for instance. U can post there a link to the app and ask users for a comment. The audience is quite loyal there. At the same time you can get valuable feedbacks.

    -After driving several thousands of installs, i'd suggest using ads to get some profit. Take a look at rewarded videos (perform very effectively). Better to use a mediation platform like Appodeal, Supersonic or MobFox. In my case the last two platforms had a way lower fill rate, as i understood many customers face such issue. All in all i'd stick to Appodeal, it's simple to use and is very effective. Hope it can be helpful

  • I think it depends on the game style. If it simple puzzle or racing i think you should stick to light colours. At the same time if it's a racing with "action" catchy colors migt look good. i personally like "bubblegum" sceme, mix of pink/puprle with light blue or green. Any way i think that the choice of a color is mainly connected with the game concept. cheers

  • Check the instructions at their web site. You can find the documentation in the bottom of their home page. BTW guys have great support, always respond quickly.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hello guys and girls!

    How many ads do you have inside your games? Where do you put them (on start screen, high scores page...)? What type of ads do you have (small banners, large banners, video ads, interstitials)?

    Thanks in advance!

    Hi!

    I have several games (tower defense and arcades) and would like to share my experience. The amount of ads in a game is not that much important as it's format and placement. I'm using interstitials and videos (they have best eCPM), but also tried small banners (it's total crap for games but might work for utility apps). I run rewarded videos in my tower defense game, this way users can get free coins (they can spend on improvements and so on) for every video view=) I also show interstitials after defeat, works fine for tower defense as well for arcades. Also trying non-skippable videos in my arcade, but to sum up it always depends on the app.

    Try to choose such format and placement that wont be disturbing for the user, so that he'll see ads when needed. Ads on a start screen is definitely a bad idea - very annoying.

    I used Chartboost for videos and interstitials but switched to Appodeal, really like it, cause they support Chartboost + a dozen of other networks (Vungle, UnityAds, Applovin, Mopub, Adcolony etc.) in one account and pay on demand unlike many other platforms which mostly use net30/60. Give a try and good luck with your game

  • 13 posts