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Author Topic: In Game Advertising Platforms?  (Read 4680 times)

Offline bigtunacan

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In Game Advertising Platforms?
« 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.

Offline Kyo

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Re: In Game Advertising Platforms?
« Reply #1 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.

MrTAToad

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Re: In Game Advertising Platforms?
« Reply #2 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.
« Last Edit: 2014-Sep-23 by TheMapChap »

Offline Kyo

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Re: In Game Advertising Platforms?
« Reply #3 on: 2014-Sep-23 »
is an interesting, but not easy to build!

MrTAToad

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Re: In Game Advertising Platforms?
« Reply #4 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).

Offline Kyo

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Re: In Game Advertising Platforms?
« Reply #5 on: 2014-Sep-23 »
Technically it seems simple, but make it happen not is easy!  :blink:

Offline spacefractal

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Re: In Game Advertising Platforms?
« Reply #6 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.
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

Offline Moru

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Re: In Game Advertising Platforms?
« Reply #7 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.
« Last Edit: 2014-Sep-23 by Moru »

Offline Kyo

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Re: In Game Advertising Platforms?
« Reply #8 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

Offline bigtunacan

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Re: In Game Advertising Platforms?
« Reply #9 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?

Offline Moru

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Re: In Game Advertising Platforms?
« Reply #10 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

Offline spacefractal

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Re: In Game Advertising Platforms?
« Reply #11 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.
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

MrTAToad

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Re: In Game Advertising Platforms?
« Reply #12 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

Offline erico

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Re: In Game Advertising Platforms?
« Reply #13 on: 2014-Sep-24 »
You could also download the gfx during a "loading level" screen too. There seem to be many possibilities.

Offline Kitty Hello

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Re: In Game Advertising Platforms?
« Reply #14 on: 2014-Sep-24 »
Sock commands work asynchronously.

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