AndyWatson's Recent Forum Activity

  • thanks for the feedback, that's annoying that it doesn't launch on your phone. It doesn't need launcher to work, but I guess the minimum system requirement is higher than the OS on your device. I have tested on samsung gs2 and htc desire S.

    The permissions are standard with ludei and there's no way to limit them yet. Any plans ludei?

    I've used Eclipse and Cordova to package most of my games as I have total control over permissions and ad networks, but the performance is a lot laggier. Perhaps some day soon there will be a better mobile app solution!

  • Wink kickass news that you sorted the ad calls! Interesting that your layering technique had such a massive effect on fps - good tip.

  • Cool game, have just had a few plays. I think u were one of the first to play ninja fart hero weren't u?

    I've no idea why your ads won't click thru. Maybe create another mopub banner, don't set it to test and attach that one to your ff app. Worth a shot.

    Yup, i tried the cpm value thing a few weeks ago, not much changed. Have now tried your preload suggestion, i think it makes a difference...

  • Cheers Tokinsom

  • Ashley Tom a bit mundane, but still no notch and I'm closing in on one year and one month. Has this function been deactivated?

    Cheers,

    Andy

  • <font face="Arial, Helvetica, sans-serif">Hey All,

    I've just launched another game onto Google Play, Galactic Fruit Wars, where you blast through wave upon wave of invaders as you defend yourself against deadly intergalactic fruit aliens :-)

    I added this to the Google Play thread, but here I have added some more detail and more screenshots.

    This is my 11th Android game that has made it onto Google Play since late January 2012 (I've unpublished some and also had an Olympics-themed game removed by the IOC), this is the second time that I've used CocoonJS to package and release a game.

    <img src="http://www.noodleburger.com/images/space1.jpg" border="0">

    <img src="http://www.noodleburger.com/images/space3.jpg" border="0">

    <img src="http://www.noodleburger.com/images/space2.jpg" border="0">

    It's free to play, so download it here and please rate, I hope you like!</font>

  • <font face="Arial, Helvetica, sans-serif">Hey All,

    I've just launched another game onto Google Play, Galactic Fruit Wars, where you blast your way through wave upon wave of invaders as you defend yourself against deadly intergalactic fruit aliens :-) Check out some screenshots:

    <img src="http://www.noodleburger.com/images/space3.jpg" border="0">

    It's free to play, so download it here and please rate, I hope you like!</font>

  • Wink Glad to hear it's all up and running!

    When you run a demo ad it will fill every time, as it doesn't have to make any external calls. I didn't run a demo ad, I just went ahead and released.

    Heh, heh, thanks for your comment about Ninja Fart Hero and Santa's Reindeer Roundup. I published those using Cordova and Eclipse, not Cocoon, so I could get around the code and place the ad in a separate window area.

    Chimpy Joe Flea Face is the one that I wrapped in Cocoon, and the ad sits over some of the screen area. I had to design my background with some blank space at the footer to house the ad. The only problem is that when an ad doesn't fill it just leaves a black space.

    I'm days away from launching a space shoot-em-up and for that game the ad is overlaid on the gameplay, but in an area that doesn't matter. That way, it doesn't look odd if the ad is missing.

    Hope this helps and I look forward to checking out your game.

  • Wink - you'll also need to add the relevant JSON code in the extensions tab of cocoon.

    ...looking forward to hearing anyone else's experiences of MoPub ad fills...

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  • I didn't bother preloading as I'm calling the ad as soon as the game launches.

  • Wink Yup, you're on track there, it's very similar to how I did it. I don't think I trigger the preload though. On start of layout I just run 'show banner ad'. Other than that it's identical.

  • Hi All,

    I've previously published my C2 games to Google Play using Cordova/PhoneGap and Eclipse, embedding the AdMob sdk to deliver ads.

    As CocoonJs gives me a far better frame rate, I published my last game (Chimpy Joe Flea Face) with CocoonJS in early December, using their MoPub ad plugin to serve up the ads.

    Going the Eclipse route, I'm getting at least 98.95% fill rate, but using MoPub through CocoonJS I have been averaging a fill rate of just over 60%. This is quite frustrating and means I'm missing opportunities to make revenues.

    In MoPub I've activated AdMob, InMobi, MobFox and also the MoPub Marketplace itself, but still a terribly low fill rate.

    What's your experience of MoPub ad fills with your CocoonJS apps, are you getting similar rates? I haven't switched on any filters or ad blocking, so it looks like 60% is as good as it gets. I'm considering going back to Cordova and Eclipse, but will need to investigate how to tweak the performance first. It's a shame, because I think the CocoonJS game performance is way ahead of the competition.

    Cheers.

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AndyWatson

Member since 9 Jan, 2012

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