Has anyone integrating mobclix into a cocos2d application?
I'm thinking of using it and wanted to see what peoples opinions are.
Thanks
A fast, easy to use, free, and community supported 2D game engine
Has anyone integrating mobclix into a cocos2d application?
I'm thinking of using it and wanted to see what peoples opinions are.
Thanks
Getting information/opinions on mobclix would be very interesting indeed. Also information about Greystripe and Admob would be very much appreciated.
At the moment I am using Admob with a fill rate of 86%. CTR 5.11%. eCPM $2.28. Integration of Admob is very easy and straight forward.
Are these numbers good? I have no data for comparison.
Your CTR seems high.
Your fill rate and CTR seem way higher than what I see with adMob. I'm about to launch an app with adWhirl in it, which should fix the fill rate issue, so we'll see how that goes..
Hey guys, what do you guys mean by Fill Rate, CTR and eCPM?
Cheers
Hey Guys,
I'm an iPhone Developer working over at Mobclix.
Joe, those numbers are pretty good, but you could certainly do better with Mobclix. Since we're an ad exchange we rope together over 20 different ad networks to make sure that your fill rates are always 100%, so you'll never ever exhaust our ads and always be making money. Also by tieing our analytics together with our advertising we're able to collect data about your users and target specific ads towards them that they're more likely to click on, making you more money.
Slipster216, while adWhirl will also improve your fill rate, the problem with adWhirl is that they're owned by AdMob. This means that instead of always giving you the highest paying ad, some of the time they're probably going to give you an AdMob ad instead, making you less money but letting AdMob clear out its low paying ad inventory. Since Mobclix is independent of loyalties to ad networks we're completely impartial and guarantee you the highest paying ads, that makes both you and us the most money!
Aaron, here are some advertising definitions for you:
- Fill Rate is the percentage of time that when your application requests a new ad, the ad network delivers. This gets lower than 100% when you only use one or two ad networks cause you show your users all of their available ads and the networks run out of ads to give you. Since with Mobclix you have access to over 20 ad networks and growing, we make sure this never happens to you
- CTR (click through rate) is the percentage of time that when you show an ad the user clicks on it.
- eCPM (effective Cost Per Thousand) is the calculated average amount of money you're getting paid based on your CTR. The higher the CTR, the more money the ad networks pay you!
If you guys have any other questions about Mobclix or mobile advertising in general feel free to email me: max (at) mobclix (dot) com
imrank1: I've integrated mobclix in three of my games and currently updating the rest of my games to mobclix as well. Their lib is small and fast and super easy to integrate. Performance wise their lib works great on top of cocos2D.
As for the company, I love mobclix. I have nothing but positive things to say about them. The people there are friendly, smart and have always answered my avalanche of questions. They even took time out to call me when I needed some information. Having that kind of support is priceless to me.
Joe: Those numbers look great to me. What game is it and how many impressions are you getting?
Mark what type of numbers (rates) are you seeing with mobclix?
@Mark It is a little app to pick up some Spanish vocabulary. Check it out here: http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=317809024&mt=8
For the small game where you need to spell Spanish / English words, I used cocos2d.
In the last 30 days the app received 56000 CPC impressions. Well, it won't make me rich :)
One great thing about Admob is the feature to use "House Ads". Which means you can create ads for other apps you have in the App Store without paying a penny.
jd: Depends on the day and the ad campaigns that are running. For just Fish Food Frenzy Free I'm getting roughly 600,000 impressions a day with an eCPM that fluctuates between ~ .40 to $1.29 If it had higher CTR then the eCPM would be bigger. Regardless it's preforming better than admob and I'm very happy. :)
Joe: Thanks. I'll check it out. Yea, the house ads are very helpful. Mobclix has a similar feature called "custom ads" that I use. It boosted Cowabunga Free back into the top 100 ( action & arcade games) after a couple of days.
600k/day * (eCPM .4 to 1.29) = $240 to $774 a day in ad revenue? Sweet!
Thanks Mark. I will check out Mobclix in my next app. You have a nice portfolio of apps. Are you using cocos2d for all of these?
I used Mobclix for Jamzu Free after extensively researching the options. Integrating Mobclix was dead simple and easy to configure. I like how the adds look in the app.
I really like the various control panels on the Mobclix site, and how Moblclix will set up all the account stuff for you for their 13 ad networks.
Jamzu Free has yet to be approved by Apple, so can't say anything about actual returns, but I'm optimistic.
Cheers,
~Doug
@Codemattic I actually had better results than that with StickWars Lite w/ AdMob. However, my experience trying to advertise with it was not so hot. I'll post more thoughts on it later, it's late in the night right now.
@LJE you mean better eCPM? If you mean $$ then "duh" you had a killer popular game!
But yeah. I remember when Facebook apps were the big new thing. A few free apps were making akilling selling ads to developers who wanted to get their free apps popular so they could sell ads to the next suckers^h^h^h developers - and its turtles all the way down.
iPhone ads feels the same way - but I dont have numbers to back it up. I havent read any success stories of developers who got any real sales of their paid apps through in app ads. And Ive read many stories of developers who bought ads and didnt see sales from it.
Does anyone have an example using cocos2d and mobclix ?
In my layer I have the following code :
bannerAd.frame = CGRectMake(0, 0, 300, 50);
bannerAd.refreshTime = 30;
CGSize winsize = [[Director sharedDirector] winSize];
CGRect frame = CGRectMake (0,0,winsize.width,winsize.height);
bannerAd = [MMABannerXLAdView new];
bannerAd.frame = CGRectMake(0, 432 , 320, 48);
CGAffineTransform makeLandscape = CGAffineTransformMakeRotation(CC_DEGREES_TO_RADIANS(90));
makeLandscape = CGAffineTransformTranslate(makeLandscape, -480/2 + 48/2, 320/2 - 48/2 - 12);
makeLandscape = CGAffineTransformScale(makeLandscape, 480.0/320, 480.0/320);
bannerAd.transform = makeLandscape;
[[[Director sharedDirector] openGLView] addSubview:bannerAd];
But it seems the view is behind my layer. When I touch and drag in the area where the ad should be the game pauses and it's like the outline of the ad expands. But the area is transparent.
Has anyone experienced this before? Or perhaps have a working example?
Thanks for the help.
imrank1,
Are you adding anything else to your layer on top of it? I added mine directly to my scene, and it was added in the onEnter code of my app.
My sample code:
In the interface of MyScene.h file:
MMABannerXLAdView* bannerAdView;
And in the implementation:
-(void) onEnter {
bannerAdView = [MMABannerXLAdView new];
//bannerAdView.delegate = self; //Optional
// set position
bannerAdView.frame = CGRectMake(10, 420, 300, 50);
// add to view
[[[Director sharedDirector] openGLView] addSubview:bannerAdView];
// set refresh (automatically gets one ad when changing the property)
bannerAdView.refreshTime = kAdRefreshPeriod;
[super onEnter];
}
-(void) onExit {
[bannerAdView removeFromSuperview];
[bannerAdView release];
[super onExit];
}
I added a test ad to mobclix that I uploaded to a photo-sharing site, while waiting for pending advertisers to approve my sign-up (through mobclix). I was able to click the ad and return from it with no problems.
Good luck.
Hi Chrisitian_0 :
I basically did what Jay mentioned. This is what is in my layer.
-(void) onEnter {
bannerAd = [MMABannerXLAdView new];
bannerAd.frame = CGRectMake(0, 0, 300, 50);
bannerAd.refreshTime = 15;
bannerAd.delegate = self;
CGAffineTransform makeLandscape = CGAffineTransformMakeRotation(M_PI * 0.5f);
//
makeLandscape = CGAffineTransformTranslate(makeLandscape, 100, 130);
//
makeLandscape = CGAffineTransformScale(makeLandscape, 0.8f, 0.8f);
//
bannerAd.transform = makeLandscape;
// add to view
[[[Director sharedDirector] openGLView] addSubview:bannerAd];
[self ClickRefresh];
[super onEnter];
}
-(void) onExit {
[bannerAd removeFromSuperview];
[bannerAd release];
[super onExit];
}
Never mind, it worked perfectly, thanks a lot.
Hi, Im just at the point where i need to choose which ad network to go with, has anyone had success with modclix?
why not choose all of them and compare the $ each makes you?
I am also having an issue getting mobclix integrated properly. I tried what Javy posted on a simple cocos 0.99 helloworld app and all I get is the black background. I tried moving the code from -(void) onEnter into the init function. Still no result. I'm almost certain I got the libs and linking for mobclix into the project correctly. Does anyone have a tiny barebones cocos2d app that has mobclix integration working (even if it's just placeholders and no actual ads) that I could take a look at. Much appreciated!
Also. I've got a ticket posted with mobclix on this issue to see if they can help. Will post results when I get them. Thanks.
Solved it myself, and now I feel pretty dumb. I overlooked this line of code
[self.adView getAd];
I was able to finally get it working.
Here are the contents of the onEnter function that finally made it work.
-(void) onEnter
{
[self.adView getAd];
self.adView = [[[MobclixAdViewiPhone_300x50 alloc] initWithFrame:CGRectMake(10.0f, 10.0f, 300.0f, 50.0f)] autorelease];
[[[CCDirector sharedDirector] openGLView] addSubview:adView];
[super onEnter];
}
and not shown here are the same things found in the MobClix sample code, where they create the object in the header file and synthesize it.
So all is well. Thanks for reading!
I previously used AdMob, but moved away from them for a variety of reasons (low fill rate, low eCPM, childish behavior from their Biz dev team). I've now been using Mobclix since October 2009, and have had nothing but praise for them.
I recently integrated the Mobclix SDK and do have the ad shows up. However, when I click the ad banner nothing happened. Anyone has the same problem?
The code:
-(void) onEnter {
bannerAdView = [MMABannerXLAdView new];
bannerAdView.delegate = self;
// set position
bannerAdView.frame = CGRectMake(10, 420, 300, 50);
// add to view
[[[Director sharedDirector] openGLView] addSubview:bannerAdView];
// set refresh (automatically gets one ad when changing the property)
bannerAdView.refreshTime = 30;
[bannerAdView getAd];
[super onEnter];
}
-(void) onExit {
[bannerAdView removeFromSuperview];
[bannerAdView release];
[super onExit];
}
I tried to google the solution, and found someone also got the same problem.
http://groups.google.com/group/mobclix-iphone-ipad-sdk/browse_thread/thread/19103df23dc691f6
try adding the banner to your root view (instead of a subview such as an nested OpenGL view).
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