[0.10.2] AdMob support for Android!

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janglee
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Re: [0.10.2] AdMob support for Android!

Post by janglee » Wed Jul 04, 2018 5:29 pm

Hi bro , just head to qustion how can i change app icon ?

Thanks.

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modiX
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Re: [0.10.2] AdMob support for Android!

Post by modiX » Thu Jul 05, 2018 9:43 am

janglee wrote:
Wed Jul 04, 2018 5:29 pm
Hi bro , just head to qustion how can i change app icon ?

Thanks.
You can find the app icons for Android in app/src/main/res. There are directories for each resolution. You need to place your app icon in different resolutions there. The mipmap versions aren't necessary, though.
Visual Studio Code TemplateRichLÖVE Mobile (AdMob+UnityAds)

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raidho36
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Re: [0.10.2] AdMob support for Android!

Post by raidho36 » Thu Jul 05, 2018 1:56 pm

Not exactly on topic but I'm too curious.

Can anyone share their profit figures off ads, and how it fares compared to other monetization methods? I heard it's pittance compared to IAPs, but I'd rather take someone's first hand accounts than vague rumors.

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master both
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Re: [0.10.2] AdMob support for Android!

Post by master both » Thu Jul 05, 2018 9:40 pm

raidho36 wrote:
Thu Jul 05, 2018 1:56 pm
Not exactly on topic but I'm too curious.

Can anyone share their profit figures off ads, and how it fares compared to other monetization methods? I heard it's pittance compared to IAPs, but I'd rather take someone's first hand accounts than vague rumors.
Since I would've liked to read this when I started out using ads, I will share some of my experience. I currently have an endless runner installed on 3000 devices, from which I play an intertitial ad every 5 deaths, generating from 0.10 to 2.00 USD a day, sometimes it peaks at 4 USD on one day. I've made a total of 23 USD last month with a CPM ranging from 1 to 5 USD.

Nelvin
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Re: [0.10.2] AdMob support for Android!

Post by Nelvin » Sun Jul 08, 2018 3:51 pm

master both wrote:
Thu Jul 05, 2018 9:40 pm
Since I would've liked to read this when I started out using ads, I will share some of my experience. I currently have an endless runner installed on 3000 devices, from which I play an intertitial ad every 5 deaths, generating from 0.10 to 2.00 USD a day, sometimes it peaks at 4 USD on one day. I've made a total of 23 USD last month with a CPM ranging from 1 to 5 USD.
Would you mind sharing a link to your game?

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master both
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Re: [0.10.2] AdMob support for Android!

Post by master both » Sun Jul 08, 2018 7:10 pm

Nelvin wrote:
Sun Jul 08, 2018 3:51 pm
master both wrote:
Thu Jul 05, 2018 9:40 pm
Since I would've liked to read this when I started out using ads, I will share some of my experience. I currently have an endless runner installed on 3000 devices, from which I play an intertitial ad every 5 deaths, generating from 0.10 to 2.00 USD a day, sometimes it peaks at 4 USD on one day. I've made a total of 23 USD last month with a CPM ranging from 1 to 5 USD.
Would you mind sharing a link to your game?
I wish I could :P, it was called "Hop Skip & Jump", but it got taken down last week because apparently, I need to configure my ads to show kid friendly content. I'm trying to resolve this problem as quickly as I can, but it isn't as simple as pressing a button. I will post a link here when I can.

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modiX
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Re: [0.10.2] AdMob support for Android!

Post by modiX » Wed Sep 19, 2018 9:37 am

hey,

after all that time, the issue is still not solved?
modiX wrote:
Fri Jun 15, 2018 1:36 pm
RewardAds seems to work when I use the official test IDs from Google. However, when I configure my own reward ad IDs in the AdMob dashboard and declare my test device ID properly, it won't load. Logcat reports:
I/Ads: No fill from ad server.
W/Ads: Failed to load ad: 3
D/AdActivity: onRewardedVideoAdFailedToLoad: Error 3
I was checking many help threads like https://stackoverflow.com/questions/335 ... -load-ad-3 but no solution helped. I tested the whole thing on Galaxy S3 and Galaxy S6.

Did you ever used the Android reward ads in a serious manner?
Also there is another issue when the device has soft buttons (see the attachments). I start the game with config window.fullscreen = true. Below, you can see that the banner is right above the soft buttons, but those soft buttons will hide, automatically, because this is fullscreen mode, so I end up with space between the banner and the bottom. You probably tested it only on a device with hard buttons, you did not?
Attachments
8E49D169-0E19-447F-9CD7-79FB78FBC0CB.jpeg
8E49D169-0E19-447F-9CD7-79FB78FBC0CB.jpeg (536.84 KiB) Viewed 83 times
F74F04A3-ECAF-4D79-926C-2F0C1EFFA979.jpeg
F74F04A3-ECAF-4D79-926C-2F0C1EFFA979.jpeg (502.88 KiB) Viewed 83 times
Visual Studio Code TemplateRichLÖVE Mobile (AdMob+UnityAds)

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───█▒▒░░░░░░░░░▒▒█───
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▄▄──█░░░▀█▀░░░█──▄▄
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bio1712
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Re: [0.10.2] AdMob support for Android!

Post by bio1712 » Fri Sep 21, 2018 8:47 am

modiX wrote:
Wed Sep 19, 2018 9:37 am
hey,

after all that time, the issue is still not solved?
modiX wrote:
Fri Jun 15, 2018 1:36 pm
RewardAds seems to work when I use the official test IDs from Google. However, when I configure my own reward ad IDs in the AdMob dashboard and declare my test device ID properly, it won't load. Logcat reports:
I/Ads: No fill from ad server.
W/Ads: Failed to load ad: 3
D/AdActivity: onRewardedVideoAdFailedToLoad: Error 3
I was checking many help threads like https://stackoverflow.com/questions/335 ... -load-ad-3 but no solution helped. I tested the whole thing on Galaxy S3 and Galaxy S6.

Did you ever used the Android reward ads in a serious manner?
Hi, sorry for the late reply.
I've been experiencing that issue both on Android and iOS. To solve it, I had to link my app on the AdMob page, after the release, and then I started to receive the ads.
This happens since they started to use real ads with a test label on it as test ads.
I know that you may not believe me, but this is it.
You can try with an app you have already published and linked with your AdMob account, you'll see that test ads will appear.
I have also tried to use an Ad ID of an app already published in a new app, and it still gives the no-fill error.
I think that they check that the bundle identifier is the bundle identifier of an app already in the store.
To show you that they work for me, here is an image of the ads both in portrait and landscape modes:
Image

Image

Image

Image

Image

Image


Anyway, I understand you and your questions, because, in my opinion, test ads should be used before the release of the app.
Maybe, we have to use their test ID until the release of the app. Even in this case, I think the documentation should be more precise.
modiX wrote:
Wed Sep 19, 2018 9:37 am
Also there is another issue when the device has soft buttons (see the attachments). I start the game with config window.fullscreen = true. Below, you can see that the banner is right above the soft buttons, but those soft buttons will hide, automatically, because this is fullscreen mode, so I end up with space between the banner and the bottom. You probably tested it only on a device with hard buttons, you did not?
I've tested it on a device with software buttons, but I don't use the fullscreen option.
Have you tried to create the banner after the buttons have disappeared?

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