Google Addmobs plugin for the livecode marketplace

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sid
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Google Addmobs plugin for the livecode marketplace

Post by sid » Tue Jan 28, 2020 4:50 pm

Hi guys

I think a business opportunity has been missed by those who do marketplace plugins. If someone does a google Admobs widget where all I would need to do is put in the Google Admobs ID, (Google provides this and its dependent on the type of advert you want to present to your app users , example interspacial or banner type)

One should be able to switch the widget on or off through code.

Ill pay a $100 for it as a customer.

$500 if someone develops its and we share half the proceeds if it goes on sale in the livecode store -split 50/50

I think that livecode is great , and it allows self thought people to make apps, but this is the way to make some money off those apps.

Let me know if anyone is interested .

SId

sphere
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Re: Google Addmobs plugin for the livecode marketplace

Post by sphere » Mon Feb 03, 2020 1:08 pm

hello Sid,

i have a similar question on the list.
No one except 1 is interested. No one seem to want to make some extra money (except form maybe selling dedicated desktop software). a wild guess is that not many develop for mobile, or maybe just do this as a hobby.

There are probably a few things more needed next to the lcb plugin. one of them is probably an extra piece of manifest which we can merge via the standalone settings. and another thing probably of which i read in the Google dev pages when you are using android Studio instead of Lc, which maybe is not possible somehow as Google seemed to change some things.

so hopefully the LC dev team chimes in, because some development platforms do support this (among Felgo, android Studio, Eclipse and another few).
There was a similar possibility before, you can find in the dictionary, but it is not supported anymore. So actually that's a bug and should be removed i guess.

having the possibility for Google admob or Amozons version could attract new lc users is what i think.

regards,
Sphere

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Re: Google Addmobs plugin for the livecode marketplace

Post by FourthWorld » Mon Feb 03, 2020 2:42 pm

What's the CPM for AdMobs?
Richard Gaskin
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sid
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Re: Google Addmobs plugin for the livecode marketplace

Post by sid » Mon Feb 03, 2020 2:44 pm

Hi sphere

Its nice of you to answer. Would you be willing to do it? I don't have much experience and am busy with my own project

I don't mind pitching in to help with the cost of the development if its not too much

Throw me a figure and lets see

Sid

sid
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Re: Google Addmobs plugin for the livecode marketplace

Post by sid » Mon Feb 03, 2020 2:53 pm

Hi ForthWorld

here is the usually vague answer to your question from Google:

Home & getting started
Cost-per-thousand-impressions (CPM)
Next: Custom events
Advertisers running CPM ads set their desired price per 1000 ads served and pay each time their ad appears.

As a publisher, you'll earn revenue each time a CPM ad is served to your app and viewed by a user. CPM ads compete against cost-per-click (CPC) ads in our ad auction. We'll display whichever ad is expected to earn more revenue for you.

You set the thing in the admob backend

I stand corrected , but I thing the average revenue is about $80 an app a month , thats the middle of the bell curve, I dunno ..but my point is that there are millions of developers who use the platform and you always make the most money selling shovels to miners..or in Levis case - jeans

heres another google answer copy and pasted:

How much revenue can you earn from AdMob
Tags Best Practices
One of the top questions app developers ask about Google AdMob is how much revenue can you earn from AdMob? The answer depends on several factors.

The first factor to consider is the revenue model you have planned for your app. Is it to earn money from users who will click on ads? Or do you plan to rely on in-app purchases? What about a hybrid model? Next, how popular do you anticipate your app to be? In other words, how heavily will you promote it? Will you promote it both organically and through advertising?

The next thing to consider is user engagement level in your app. If you plan to rely solely on ad clicks for your revenue model, then it’ll be crucial for your users to engage with the app frequently to generate enough impressions to drive ad clicks.

On a high level, all of the above factors will impact how much revenue you can earn from your apps using the AdMob platform.

With AdMob rewarded ads, we not only maximized revenue by monetizing non-spending users, but also improved app engagement and retention.
Vincent Lin, Vice President, CyberLlink

To give you a more specific idea about monetizing using AdMob, below are some real-world examples we have learned from app developers who’re already using AdMob .

App development company Balloon Island have created several popular games (all free) that have generated millions of downloads. As of 2016, the company was making $2,000 daily from AdMob while still providing a great user experience for game players to keep them engaged on a regular basis.
App creator Rich Woods thought it would be fun to create a simple, free slot machine game app in his spare time. He took the idea into action and built Cherry Chaser Slot Machine. The app has generated over 300,000 downloads with no upfront investment. Using AdMob, Rich started earning $100 a day, which was one month after launching it. He now has several slot machine apps in the app store.
App company HeroCraft Ltd, makers of the hugely popular game Farm Frenzy (currently with over 10 million downloads), has increased app revenue by over 200% using AdMob. Originally, they released Farm Frenzy as a free app with in-app purchases only and were making $20,000 USD in the first four months. Later on they added AdMob to the free app and started making $58,900 USD in the four months that followed. They have since added many more games to their library of apps and also use AdMob to cross-promote different apps.
App creator Szymon Kimaszewski's first app, Blood Pressure, has over 26,000 reviews and over 1 million installs. As of 2013, he was earning $700 to $850 USD per month from this app through AdMob. He now has six apps on the Google Play store. All of his apps are available to download for free. Szymon is taking a hybrid approach with AdMob monetization using both ads and in-app purchases.
From the above examples, we can see that app popularity and user engagement level play a huge role in your potential earnings using AdMob. We encourage you to learn more about monetizing with mobile ads or visit the AdMob blog for the latest product updates and developer success stories.

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Re: Google Addmobs plugin for the livecode marketplace

Post by FourthWorld » Mon Feb 03, 2020 3:51 pm

sid wrote:
Mon Feb 03, 2020 2:53 pm
... I think the average revenue is about $80 an app a month , thats the middle of the bell curve, I dunno ..
Given that somewhere between half and two thirds of apps are never downloaded, most of the ones that are downloaded get run only once, most users' time is spent with just 12 apps, and half of all app store revenues go to just the top 100 companies, average revenue per app is less useful for business planning than median revenue per developer.
but my point is that there are millions of developers who use the platform and you always make the most money selling shovels to miners..
Exactly.

I agree that many developers have expressed an interest in deeper ad support, so I agree that a third-party effort to provide a good integration experience would likely pay for itself with a little besides.

But before we just dismiss everyone with a wave of the hand and sweeping judgments like "No one seem to want to make some extra money", it may be useful to gather data, seeking whether that characterization is correct, and what factors might contribute to making it appear that way.

Software is eating the world. There's money to be made. The question with taking on the cost of complying with ad networks' insistence on using low-level APIs (why can't they use REST like they do on web sites?) is about ROI relative to other strategies.

And where ads are working for LC devs, it may be useful to learn how that happened. Money is usually a by-product of research, planning, and disciplined execution. It rarely falls from the sky without effort. What does a good marketing plan look like that raises app awareness high enough to bring in substantial ad revenue? What UX practices have been shown effective for reducing abandonment rates? How do ads perform relative to other options like per-download price, in-app purchases, subscriptions? How many knock-off apps many any money at all, and how does one research market opportunities for truly new and innovative works that stand out from the crowd? What opportunities remain untapped for a mobile app which compliments a desktop app, where downward price pressure is less pronounced and where LC really shines relative to so many mobile-only dev tools?

I'm all for making money, and indeed enough LC devs have expressed an interest in ads that I believe the ROI favors the maker of such tooling.

But for devs using it, it may help keep revenue expectations meetable if we move past the notion that just dropping an ad panel in a mediocre app will put $100/mo into one's bank account.

I'm old enough to have lived through several "Next Big Thing" moments in this industry, and across them I find a constant thread: the nature of running a software business hasn't changed all that much over the decades. Research, marketing, competitive analysis, and responsiveness to the inevitable changes in the business landscape seem to be consistent elements across time.

There's money to be made. But the best money is made by the best apps. My interest here is in seeing our LiveCode community deliver the best apps we can. Let's encourage the best practices for raising the quality of the user experience, and this will reflect equally well on both our individual incomes and the reputation of the platform as a whole.
Richard Gaskin
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sphere
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Re: Google Addmobs plugin for the livecode marketplace

Post by sphere » Mon Feb 03, 2020 7:15 pm

Hi,
sid wrote:
Mon Feb 03, 2020 2:44 pm
Would you be willing to do it? I don't have much experience and am busy with my own project
I would, and i would benefit others too. But i'm in no position on how to handle such thing in LCB, i did all lessons that are to be found on lCB and also checked things on Github. But i really don't understand on how to start using a dll or the API from google needing to do this.

I have to explore Amazons way on how they do it, but when quickly looked, it seems similar to Googles. But i can be wrong easily.
FourthWorld wrote:
Mon Feb 03, 2020 3:51 pm
But before we just dismiss everyone with a wave of the hand and sweeping judgments like "No one seem to want to make some extra money", it may be useful to gather data, seeking whether that characterization is correct, and what factors might contribute to making it appear that way.
Not meant to be disrespectful to any dev, sorry. And yes a bit more figuring how and what as you wrote is true.
But it seems like a legit way to get some extra income. Maybe not easy but it could help.
Yes there are many people who use it, but there are also many similar apps available. And if one does not try, you earn nothing.

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Re: Google Addmobs plugin for the livecode marketplace

Post by mrcoollion » Tue Feb 04, 2020 11:08 am

I do think that LiveCode should have a few App Monetizing Services Plugins available out of the box. Especially because one of the marketing strategies of LC is 'Easy write apps for mobile devices'.

sphere
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Re: Google Addmobs plugin for the livecode marketplace

Post by sphere » Tue Feb 04, 2020 1:25 pm

Made a bug report because the mobilead commands and functions are no longer working or supported. they are based on inneractive which is acquired by fyber.com google told me. https://quality.livecode.com/show_bug.cgi?id=22561

created feature request to integrate google admob and amazon mobileads support.
https://quality.livecode.com/show_bug.cgi?id=22562


edit ** looking at inneractive.com it's all about Aura photo's, so that's something totally different (reverse dns of line 508 in revsaveasandroidstandalone.livecodescript

sphere
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Re: Google Addmobs plugin for the livecode marketplace

Post by sphere » Tue Feb 04, 2020 10:29 pm

Thinking out loud, maybe it's best to use Amazons SDK as it provides support to load ads from Admob also.
https://developer.amazon.com/docs/mobil ... -sdks.html
But probably Google offers something similar called Mediation.

The JAR java file can maybe be handled via LCB. Or:
Java and Android Libraries
Libraries to load on android (.jar & .aar) may be placed in the code folder jvm-android.
Java libraries to load on all platforms supporting Java may be placed in the code folder jvm
as noted here:https://livecode.com/docs/9-5-0/extendi ... -livecode/

Line 508 of the revsaveasandroidstandalone.livecodescript must be changed to have inneractive removed and replaced by the amazon activity.
Then your amazon id must be in place, maybe via the existing mobilead commands? seems a piece of java maybe to handle via lcb?

Code: Select all

public void onCreate(Bundle savedInstanceState)
{
    super.onCreate(savedInstanceState);
    setContentView(R.layout.main);
    AdRegistration.setAppKey("0123456789ABCDEF0123456789ABCDEF");
}
When using Google then your Admob id would be placed in the Androidmanifest.xml, noted here: https://developers.google.com/admob/and ... tart?hl=nl

info: https://developer.amazon.com/docs/mobil ... o-your-app

A lot of info, and one must first try to understand how it's set up all together. Maybe it's doable, very difficult for me nonetheless.

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