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Main forum => GLBasic - en => Topic started by: bigtunacan on 2014-Sep-23

Title: In Game Advertising Platforms?
Post by: bigtunacan on 2014-Sep-23
I know there are a lot of in-app advertising platforms out there for mobile games (Android & iPhone), but does anyone know of something to do in-app ads (either banner ads or full screen) for download and install or web games?

I have a couple of my games that don't get any sales, but I think they are decent and I might be able to make a little money off of them this way if I just make them free games.
Title: Re: In Game Advertising Platforms?
Post by: Kyo on 2014-Sep-23
For Android you can use AE (Android Extras created by spacefractal) and you have AdMob banner but only in fullscreen.
For iOS I remember there was iAd up to version iOS 4.X (but I do not think has been updated).
I wish there was a way to put a banner on iOS, since it is the only way.
Title: Re: In Game Advertising Platforms?
Post by: MrTAToad on 2014-Sep-23
You could always create your own system : Stick some graphics on a webserver (along with perhaps a control file that defines the size of each one), and use NETWEBGET to download a graphic at a set time, and display it over everything already displayed.

The download would of course, stop everything (until it has all downloaded), but as long as the graphic is small, it should be fine.

The advantage of this would be you can control what graphics you would like; could even pre-load it all at the start of the program too.  Taking it one step further, you could start charging for adverts.
Title: Re: In Game Advertising Platforms?
Post by: Kyo on 2014-Sep-23
is an interesting, but not easy to build!
Title: Re: In Game Advertising Platforms?
Post by: MrTAToad on 2014-Sep-23
I would think it would go something like :

Download control file (if internet is available) - no caching, so latest information is used.
Set initial index in control file to first item

In game/program loop :

If time to load ad, remove previous ad sprite (if present), and get filename from control file.  If this filename is already present in programs ad cache area, then use that.  If not, download from appropriate area.  In all cases set time for next and and step to next item in control file.

If ad sprite is present, then display over everything.  If mouse pointer is over sprite, then get URL for it and display website (ending the program - unfortunately).
Title: Re: In Game Advertising Platforms?
Post by: Kyo on 2014-Sep-23
Technically it seems simple, but make it happen not is easy!  :blink:
Title: Re: In Game Advertising Platforms?
Post by: spacefractal on 2014-Sep-23
Using glbasic to download is not usable at all as long glbasic does not thread downloads, then complete impossible to uses it (its a bad user friendly if you need to wait 10secs etc to trying to download from a bad connection example). That kind of thinks should allways been threaded. Gernot should fix the download thing and add a another command to checkout the file have been downloaded or not.

Yes Admob is supported by Android Extras (full banners only), and is quite more easier to support it than the storekit. Due the new physical adress requirements, im have now all games using admob, that will include Spot Race. Later im seen how Amazon works, which seen to quite very similar to Admob in code, where all required is just a another app id set to in a xml resource file with no change to the glbasic code its self.

Im would wish do with iOS, but im do is more a java dev than ios dev, so hence im did go and still supports AE. V2.4 is in works and fixed some issues.

Its would been nice a ios ads could been supported extractly same way im did with Android Extras, so the functions can been reused.
Title: Re: In Game Advertising Platforms?
Post by: Moru on 2014-Sep-23
It might be possible to download data in threads. I did some testing with it a few major versions ago when the commands still were new. Can't find the project any more though but it was a simple load-tester for a webserver. Not 100% sure I got it working in the end.

Might be windows only too come to think of it.
Title: Re: In Game Advertising Platforms?
Post by: Kyo on 2014-Sep-23
Its would been nice a ios ads could been supported extractly same way im did with Android Extras, so the functions can been reused.
support the request! =D

But no one knows how to update the wrapper of iAd??
It's very difficult?  :blink:

http://www.glbasic.com/forum/index.php?topic=5932.0 (http://www.glbasic.com/forum/index.php?topic=5932.0)
Title: Re: In Game Advertising Platforms?
Post by: bigtunacan on 2014-Sep-24
Hmm... ok this went a different direction than what I was expecting; I don't think I explained myself well. 

I'm trying to understand if there are in game advertising platforms for banner ads (like admob or iAds), but for desktop (PC/Mac) games?  I googled around, but couldn't find anything like this.  Anyone know of some type of this service I can sign up for and try to integrate with my games?

Using glbasic to download is not usable at all as long glbasic does not thread downloads, then complete impossible to uses it (its a bad user friendly if you need to wait 10secs etc to trying to download from a bad connection example). That kind of thinks should allways been threaded. Gernot should fix the download thing and add a another command to checkout the file have been downloaded or not.

So this is interesting.  I didn't realize this, spacefractal, you are saying even http requests in GLBasic are synchronous/blocking?  There is no way I can do an http request asynchronously and have it do a function callback when it completes?  If so that is seriously messed up and limits many types of functionality!  Is it possible this could be added through a C extension?
Title: Re: In Game Advertising Platforms?
Post by: Moru on 2014-Sep-24
So this is interesting.  I didn't realize this, spacefractal, you are saying even http requests in GLBasic are synchronous/blocking?  There is no way I can do an http request asynchronously and have it do a function callback when it completes?  If so that is seriously messed up and limits many types of functionality!  Is it possible this could be added through a C extension?

Before you start calling too much names:
Multithreading with GLBasic:
http://bit.ly/ZJCrzN
Title: Re: In Game Advertising Platforms?
Post by: spacefractal on 2014-Sep-24
im did tried multithreading from the same thread, but im got crash issues sometimes and was quite very hard to work it correctly. Im thinks its better its was a official by adding a another command to check with its got downloaded in the same way im does with Android Extras, which downloads and ads is done in the background. Its easy doing that with Java.
Title: Re: In Game Advertising Platforms?
Post by: MrTAToad on 2014-Sep-24
There are all sorts of interesting problems when you start getting into multi-threading, which is why I don't bother with it - a single/standard game loop with a simple state systems works fine.

If you don't want to download graphic in one go, you could always download it in parts, of a quite small amount and then built the graphic when its all been downloaded.  Or if you could always cache everything during an initialising process
Title: Re: In Game Advertising Platforms?
Post by: erico on 2014-Sep-24
You could also download the gfx during a "loading level" screen too. There seem to be many possibilities.
Title: Re: In Game Advertising Platforms?
Post by: Kitty Hello on 2014-Sep-24
Sock commands work asynchronously.

Gesendet von meinem GT-N7100 mit Tapatalk

Title: Re: In Game Advertising Platforms?
Post by: Kyo on 2014-Sep-24
But not is easier more to fix the wrapper iad for ios 8?
Title: Re: In Game Advertising Platforms?
Post by: MrTAToad on 2014-Sep-26
It could well need a substantial upgrade.
Title: Re: In Game Advertising Platforms?
Post by: Kyo on 2014-Sep-26
It could well need a substantial upgrade.
I never put my hands on a wrapper....
you think it's difficult????
Title: Re: In Game Advertising Platforms?
Post by: MrTAToad on 2014-Sep-26
I think there were a fair few changes to the way adverts now work on Apple's system.
Title: Re: In Game Advertising Platforms?
Post by: MrPlow on 2014-Sep-30
I know I might asked this before but is it possible to ....

- add a java import library command? either before or after compiling?

- modify (add a line of code) to onCreate and onResume java functions?

If so some ad frameworks might work very simply with GLB??




Title: Re: In Game Advertising Platforms?
Post by: spacefractal on 2014-Sep-30
uses Andriod Extras. Its does works, but choice to only uses fullscreen apps, because im fell thoses can been integrated better. Im thinks the samme is for iOS as well.

Admob is supported, but im also want to look Amazon as welll (which works quite very similar). Its not that hard really. Im thinks im even added a example to the AndroidSample how that work. Its easier than StoreKit really (which needs updating).

You cant add Java code directly, but needs to call them. So here a IMPORT "Java" could do the job instead of the function im using now.

PS. All my 3 games on Google Play does this now to avoid the physical adress issue.
Title: Re: In Game Advertising Platforms?
Post by: MrPlow on 2014-Sep-30
Full screen apps or Full screen ads?

My app scales up based on resolution - rather than scaling sprites individually or using different sets of sprites.
Title: Re: In Game Advertising Platforms?
Post by: spacefractal on 2014-Sep-30
You have not have full controls over ads at all anyway, so that require a new intent or control area. All im does is its open a new intent and let the ads sdk does the rest. This is the only way to do. When the user close the ads, then the controls is returned to the previous intent, which is your game and the game will countinue.

so its Full screen ads.

There was some sound issues, which got fixed if you used music and sound pool. They are now paused when new intent happens or touch the hold button etc.