2 Of My Games @itunes with Ads

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Support AdType ( AppOpenAd, Banner Ad, Interstitial Ad Rewarded Ad, MREC Ad) support c3 build service
  • Here are 2 of my games working decently at the itunes appstore created with Construct2, Cranberrygame's Phonegap plugins and Intel XDK IOS build. Finally I could integrate some nice ads. For the time being Chartboost and Revmob but planning to change to Vungle and Chartboost.

    Altered Soccer:

    bit.ly/1wliYhn

    Jumpy Shark Free:

    bit.ly/1yg74KT

  • Hey well done. Seeing as this thread mentioned ads and Vungle in particular.. You mentioned in another thread about Vungle and I was just wondering if you still like them (obviously you do) and if it was worth switching from AdMob to Vungle to see the comparison? Anyway I went ahead and bought Cranberry's plugin so we'll see what happens (haven't received it yet). Thanks.

  • codah Hi yes I receivede your message but couldn't reply to you because I can not send messages yet because of my newbie profile <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />)

    Ok First of all I don't have that much downloads that you have with my apps and mostly I need to advertise for the downloads. I also didn'T use Admob too much so I wouldn't want to mislead you and decrease your revenues. But it happened to me like the first day I implemented vungle I had like 350 something eCMP and 11 dollars something in one day from one app and it wasn't that much downloads. I can't imagine what revenues I could get if I had a lot of downloads. But it seems, just like Chartboost most advertisers pay for install so don'T expect to get revenues from eCPMS but more from installs of the apps. Also like I mentioned Chartboost works like that. But you get somewhere around 0.50 to 2 dollars of revenues from each intall in Chartboost. What you might do is you can implement vVungle inside your game but don'T take out Admob. Also at Vungle's page you can say like show ad every 300 seconds or 150 seconds something but this means like the system will wait for 300 seconds from the first showing of the ad and ofcouse if you have created and event like

    press the start button--->> show ad

    Then the game will show the ad when the player clicks the button after 300 seconds is over. Do don'T worry it won't show the ad during the game play.

    So implement in between your game and see what can happen. Also Vungle is updated last night now it supports ios and seems ad networks give more revenues in ios system than Android. So I will see what will happen with ios. But with Chartboost I am more happy with ios than android.

    Also check this blog for more Vungle experience.

    indie-story.com/blog

    I was going to ask you also. Do you use any advertising for downloads and if yes which one would you advice because you download numbers seems reall nice. and Also do you use any other channels for promoting you game. I use twitter, facebook, behance, linkedin right now.

    Like I said if you have good revenues coming in from Admob don'T take it out but add vungle and see the difference. I guess it's better this way.

    Good Luck

  • Hey thanks for the info.

    Ok so when you say leave in AdMob you mean alternate between them? I was thinking about that too. At the moment I have

    • banner during main screen (it doesn't affect usage)
    • interstitial when choosing 'quit' or 'restart'

    So maybe I could alternate the interstitial between Vungle/Admob or just switch out the AdMob one for now. I DON'T want any ad popping up when I don't want it to though.

    I'm still experimenting so I'd be curious to see how it goes for a week, I'm getting maybe $5 a day from this app so not like I'm going to lose much anyway

    No I haven't used any advertising, and don't use twitter/FB/whatever so cant help you there sorry :/

    Appreciate the time.

  • Hmm seems you have a nice app with good downloads then good for you so I can not recieve any payments yet so I took it our for the time being.

    Anyway good luck by the way if you want to give it a try you can aslo try Chartboost they seem to be working quite nice as well (cranberrygame has phonehap plugin for chartboost)

    Good Luck

  • Hmm seems you have a nice app with good downloads then good for you so I can not recieve any payments yet so I took it our for the time being.

    Anyway good luck by the way if you want to give it a try you can aslo try Chartboost they seem to be working quite nice as well (cranberrygame has phonehap plugin for chartboost)

    Good Luck

    Yep I got the pack from Cranberry so it has all of them. Yes it took ages for me to get my PIN from Google also. I'll let you know how it goes!

  • codah By the way $5 a day seems really low with that much downloads you told me in your message. I am sure you can earn much much more with Vungle and Chartboost. I would definetly give it a try.

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  • codah By the way $5 a day seems really low with that much downloads you told me in your message. I am sure you can earn much much more with Vungle and Chartboost. I would definetly give it a try.

    Well I'll give it a try. Putting in the Vungle code now, and should be publishing soon. Appreciate the tip.

    PS: I don't have an iDevice but I'll see if I can borrow one to check out your games

  • codah I really had a hard time for months trying to publish for ios but I barely managed it. Follow Cranberrygame's tutorials they just work fine. It is more complicated than Android but they work. Also you don't need a mac to build the games I build them all in my PC in Intel XDK and just use MAc to upload the game. So weird you need apploader software to upload the game and you don't have a software to do that. Try to learn how to do it and they work. Well hopefull now I am doing Vungle for IOs and hope the build will work ))) It's worth it! You just export as phonegap and import as new project inside Intel XDK sameway. Adhoc prov file is for testing your app in apple device and production prov file is for publishing that's all. Good Luck!! Don't give up at ios!!!

  • codah I really had a hard time for months trying to publish for ios but I barely managed it. Follow Cranberrygame's tutorials they just work fine. It is more complicated than Android but they work. Also you don't need a mac to build the games I build them all in my PC in Intel XDK and just use MAc to upload the game. So weird you need apploader software to upload the game and you don't have a software to do that. Try to learn how to do it and they work. Well hopefull now I am doing Vungle for IOs and hope the build will work ))) It's worth it! You just export as phonegap and import as new project inside Intel XDK sameway. Adhoc prov file is for testing your app in apple device and production prov file is for publishing that's all. Good Luck!! Don't give up at ios!!!

    Yea I know it's just for uploading.. that sucks. I've never really used a Mac or iDevice so it's not even familiar Nah I believe you need osx 10.9-something.

    PS: re Vungle, I just noticed 'forced' ads are on be default, so I'm using AdMob interstitial in-game and Vungle only when exiting the app.

  • Hi no you can turn off Forced Ads just unclick it. It just takes some time for your new settings to work. Anyways Good Luck. I just tried Vungle with ios and seems it is creating some problems with soundeffects of my game after the Ad is shown.

  • Hello, is there a link to the tutorial you followed to publish the apps?

    I've having lots of trouble with iOS.

  • Hi can you write down your email I will send you a quick tutorial

  • I´m interested too.

    Could you post here?

  • Hi can you write down your email I will send you a quick tutorial

    my email is

    Thank you very much.

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