szymek's Forum Posts

  • Interstitials are the most profitable and user friendly ads (because you don't have to put ugly banners everywhere in your layout), however, as I said:

    AdMob interstitials on XDK = ok

    AdMob interstitials on MoPub/CocoonJS = tragedy

    My friend has 3$ / eCPM for native AdMob interstitials,

    I have terrible low fill rate for AdMob interstitials on MoPub

    and funny US$0.80 eCPM (which is worse than banners).

    However my app won't run on Chromium (XDK)

    and even if - Canvas+ is still much faster

  • Anonnymitet codah

    we should call ludei and ask them for native AdMob for Canvas+

    when you compile app in CocoonJS, you can only use MoPub,

    so it looks like: your app -> MoPub -> AdMob

    there is no AdSense backfill, we don't know if MoPub works correctly all time, we don't know how much % they take; we just see much worse results comparing to native AdMob

    when you compile app in Crosswalk, you can use native AdMob,

    so it looks like: your app -> AdMob

    and there is AdSense backfill, so you get more ads

    from my experience I know that sometimes I see 0 clicks on MoPub, but i.e. 2-3 clicks on AdMob, so they don't count clicks well too

  • codah

    you can have high eCPM on AdMob banners too.

    It depends on i.e. clickability of your game

    the real hurt is that interstitials does not have AdSense backfill,

    so AdMob banners can be good,

    but AdMob interstitials are terrible

  • This is terrible bad result,

    How did you compile your game?

  • 2 days later:

    fillrate for AdMob interstitials = 13%

    I think I will have to put ugly banner on bottom of the screen

    ArcadEd

    what's results for Hungry Hal?

  • I have just released my new game,

    I have ~2.5 eCPM on AdMob,

    but MoPub shows only... 20% fillrate for interstitials...

    which is tragedy

    That's because AdMob serves AdSense backfill only for native SDK implementations,

    not for server-to-server (like MoPub).

    Ehh...

  • I would like to run smooth game on dual core CPUs (like 14.000 in Antutu) however my last phone is broken, so I can test only on new one (26.000). It's going smooth but my friend has some older tablet, and he can see jittering. I'm using CocoonJS (I tried one time Chromium from CocoonJS, but it just gave me white screen).

    or maybe I should ask Ashley - what exactly means "collisions"? Does 1 object generate 1 collision check?

  • My game contains ~150 objects per level (let's say: 15-20 moving enemies, some boxes and lots of coins) and tilemap. Debug mode shows between 3000-8000 collisions per second, but some times even 12000 (even on static screen). Is it normal? If not - can I improve it somehow?

    I already disabled collisions for all background objects.

    [My viewport is 1280x720, cell count i.e. 372, layouts are 40.000 - 100.000 width and 6000 height and I scale them to 0.3)]

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Thanks MopubEdward

  • ludei

    I'm using Loader Style: Percentage text in Construct 2,

    however in CocoonJS I just see Ludei logo for 2-3 seconds,

    and then black screen for 5-6 seconds,

    and my game starts

    so is it possible to see percentage text loader after Ludei logo?

    maybe ArcadEd

  • I have problem with crappy MoPub dashboard.

    I have some old apps working well on MoPub,

    but today I added new one - Interstitial from AdMob.

    I put my AdMob ID ( ca-app-pub-...) in Network section,

    but when I go to Segments - I can't setup CPM because it does not show created ad type

    when I will go to Overview - Network detail = I will not see my app,

    but when I click "Edit Network" - there is my app name and AdMob publisher ID

    any ideas how to solve it?

  • option A:

    buy new or used Mac Mini + Mini DisplayPort to VGA adapter (and connect to any LCD)

    option B:

    use some cloud service

    option C:

    google "hackintosh"

  • I got feeling of "jumpy" i.e. sine behavior, floating partcles in the space, spaceships movement. And it is exactly what I see on Chrome on my desktop computer - when I check my own game. Also there was big topic on Scirra forum about Chromium jittering, or jittering every a few seconds etc. etc. As far as I remember it was about garbage collection etc.

  • Maybe we should ask expert )

    if it is no Ludei issue, then maybe it is about MoPub? alicerp

    but JLH1964 said that he uses XDK... and XDK has direct connection with AdMob...

    uhm...

    so maybe it is question to Ashley ?

  • I remember that I checked your app on my old phone (854x480, dual core, 14.000 AnTutu) when you made it in CocoonJS. After this post I checked your Crosswalk release app on my new phone (1280x720, octa core, 24.000). And as far as I remember - it was working better in CocoonJS than now in Crosswalk. In case of Crosswalk - it is not 100% smooth all time. And it's not about FPS.

    So in my case - maybe Crosswalk supports multiplayer, WebRTC, whatever - but as long as it is slower than CocoonJS - Crosswalk does not count for me.