JLH1964's Recent Forum Activity

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    > > ....

    > > I have my own ads and i used the test id ads too. Im desperated.

    > >

    >

    > Is it your logic to launch an ad? For example "after so many clicks,...show ad" etc. Using interstitial or banner? Loaded on start of layout or after something happens? etc. etc. etc.

    >

    > Tell us your story... <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    >

    I have interstitial ads when the lifes are 0 or less, banner on top menu.

    They are loaded on the start of layout

    Using test ads, export as a debug APK and test on a device. Also, while you have your app running in the emulator in Android Studio, open LogCat and look for the ad request(s) - you should see a request/response to the Admob service. I'm not 100% confident in C3's ability to export to AS. I tried it a couple of times and it was more trouble than it was worth, failed builds etc.

    LogCat details: https://developer.android.com/studio/de ... ogcat.html

  • ....

    I have my own ads and i used the test id ads too. Im desperated.

    Is it your logic to launch an ad? For example "after so many clicks,...show ad" etc. Using interstitial or banner? Loaded on start of layout or after something happens? etc. etc. etc.

    Tell us your story...

  • >

    > Sounds like a long shot, but did you switch out the icons? I had an issue with a failed build after changing the icons. I reverted back to the original icons and all was well again. Either that or, coincidentally, the build server corrected itself at that particular time.

    >

    What do you mean by switching the icons?

    In your project, if you drill down through the folders you will see a list of icon images. When you create an app, if you don't switch those out for your own icons, the app uses those default C3 icons on the devices homescreen (a 'cog' shape). It looks tacky.

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    > >

    > > I tried using the remote preview, and test in on my mobile, but it doesn't work either. This means that I need to actually create an apk in order to test it? Also about the black-screen, do I need to do anything to upload the version? I thought it is automatically done.

    > >

    >

    > Nope, you have to create an APK file and load it on a device . The r90.2 is still "beta", you can access it here :

    >

    > https://www.construct.net/make-games/releases

    >

    So I added the new beta and indeed I have no black screen, However, I want to export it as debug apk (I tried unsigned apk, too) and I get Build failed. I also can't open it anymore with the previous version of C3, as I saved it with this new beta release... do you have any idea why this is the case? Thank you!

    Sounds like a long shot, but did you switch out the icons? I had an issue with a failed build after changing the icons. I reverted back to the original icons and all was well again. Either that or, coincidentally, the build server corrected itself at that particular time.

  • I tried using the remote preview, and test in on my mobile, but it doesn't work either. This means that I need to actually create an apk in order to test it? Also about the black-screen, do I need to do anything to upload the version? I thought it is automatically done.

    Nope, you have to create an APK file and load it on a device . The r90.2 is still "beta", you can access it here :

    https://www.construct.net/make-games/releases

  • Hello! Can someone help me with testing ads for my game? As far as I understand I don't need to connect the game to admob account (I just want to test it in the preview). I tried several things based on the documentation, but no ads show. If I use create banner advert on start of layout for some reason the screen gets black on the start of the game and nothing happens. I tried to do the same on configuration complete, but nothing happens (no black screen, but no ads either). I also call on banner loaded show the current banner advert, but again no result. I am doing all this in test mode, even added "TEST" to application id. Can someone help me with this please?

    AFAIK, the preview will not show ads. You have to test on a device - silly and time consuming, I know. The black-screen issue is fixed in r90.2 - it's a bug.

  • Thanks to JLH1964 help I have solved this issue. Here are my conclusions for those who have the same problem.

    If you want to use the "Mobile advert" plugin, avoid using the web browser's "Full screen" action. This will prevent adverts to be seen on screen, even in they are actually being displayed by the plugin.

    For security reasons always use the Test mode for the admob plugin while testing your app. Don't forget to uncheck it for final publish.

    I have also included an action to "Set the App ID" action for the plugin, since I have found that despite having this ID on the Admob object property bar, It wasn't responding to the "Is configured" or "On configuration failed" conditions.

    That's all. I hope this will be usefull for anyone having this issue.

    Congrats - glad you figured it out.

  • Oh!! thank you so much... I have the feelling that I will be able to pull this off with all the info you have provide. I think that using those test IDs may be the key. I'll let you know. Once again thanks for your help.

    In case you have a little time and want to check, this is the game I'm trying to monetize. The moment to show the ads is when the game ends and shows your score. I don't think this is against the policy but I would love to hear your opinion.

    https://gatostao.itch.io/spinpong

    Nice job on the game. Don't take my word for it 100% but as long as your not "tricking" your users into thinking the ad is part of the game, you should be OK. Also, banner ads are less of a problem as they don't take up the whole screen like interstitial ads do.

    However, have you thought about interstitial ads instead at that point in the game? Traditionally, interstitial ads generate more revenue for apps than banners do.

    Again, all of the above is my "opinion" because Admob can be a complex beast and sometimes people get Admob warnings for no apparent reason. I once got a violation when Admob claimed my app "linked to YouTube sources and links" - my app had zero references or links to YouTube. It's a mystery to this day as to what they were talking about. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Thaks for your reply:

    In app info on admob account: It does says 0 app request, 0 impressions, however I have the "Test mode" on in the Admob object properties on C3. So aparently teh ads were never requested.

    The reason to show a banner at the end of the game is because I don't want to show the ads during the game play, for a clean game experience. It's a short round arcade game so you will loose often. and I intend to show the ads in the score screen. I want to monetize, yes, but I want a clean experience and non intrusive ads.

    I'm loading the ad on start of layout but I am showing the ad when the players loses the round.

    I'm thinking that maybe the pluging doesn't work well with the debug apk from c3.. maybe I have to recompile it using android studio?

    oh - OK, so no, you would not see ad requests on "test". Im not 100% confident in C3s "test" scenario for Admob. When using android Studio, I have used this official Admob test ID:

    ca-app-pub-3940256099942544/6300978111 - for banners

    For more information, see https://developers.google.com/admob/android/test-ads

    You could try using that ID in the ap ID and see what you get.

    Also, be wary about showing ads on exit, though it sounds like you mean "end of round". It "may" be against Admob policy if on exit:

    Publishers are not permitted to place ads on any non-content-based pages such as thank you, error, log in, or exit screens. These are the screens that visitors may see upon launching the app, before potentially leaving the app or after performing a specific action on the screen such as a purchase or download. Ads that are the main focus on these types of screens can confuse a visitor into thinking that the ads are actual content, so do not place ads on such screens. - Admob is very particular.

    HTH - good luck.

  • > Hello.

    >

    > I'm trying to monetize my game for the Google play store.

    >

    >

      So far I have: > Created my admob account, and an app ID and a Banner ID > imported the Admob plugin to C3 project > Set de App ID in the properties for the admob object > On the start of layout, used the Create banner action using the Banner ID > On the end of the game used the action "Show the current banner advert" > Exported an Android debug apk using construct 3 exporter. > Installed the apk on a device

    > The game is working perfectly, however banners are never being displayed.

    >

    > Thanks for your help.

    >

    I think Dev ID goes in the Advert field on the left hand menu item and App ID goes in the "Create Banner" in the actual "code" - I could be wrong though, I've not fully tested the new Admob plugin yet. (Note: Labels may not be exact, I dont have C3 in front of me right now)

    From your Admob account, for the individual app page, does it state that any ads were served? In other words, were ads served, but youre not seeing them, or were ads never requested from your app?

    Also, why show a banner on end of game? Try "start of layout".

    In Android Studio you would use "Log Cat" for this scenario, then you could see if a request was made and if it was fulfilled. I don't think there is a similar tool for Construct.

    Good luck and let us know how you go on.

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  • Dup post - see below.

  • Yes, for previewing/remote previewing no ads are expected to show.

    A placeholder would be nice, but just more of a little convenience than anything else for me, now that I have every type of advert running ... just duplicate the code blocks to my next projects, I know when/where to expect them.

    Thanks - preview worked last night on r90.2 so I'm happy

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JLH1964

Member since 11 Jul, 2014

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