05-02-2013 11:46 AM
Since adverts delivered by the Advertising Service currently max out at 320x50, I'm looking to scale them up to a reasponable size for viewing on a Z10/Q10. I've spotted people talking about doing this in Cascades using QML, but my efforts to do this in native (within an OpenGL game) have failed so far.
I've tried creating a child window and creating the bbads_banner_t within that, but when bbads_banner_display gets called it returns BBADS_EBANNER if the window I used to create the banner was a child window. It's OK if it's the application window, but since it doesn't seem to be possble to get the window of the banner itself I can't use that to set scaling.
Any help most, most welcome! Otherwise I fear that players of our games will ignore the tiny adverts!
05-07-2013 09:25 AM
Currently scaling in the Native SDK is not supported. Have you tested only with the standard "house ads" or real ads as well? 320x50 is a standard size for the test ads, however real ads may come in at varying sizes, and you can even specify a minimum size to be displayed.
05-07-2013 09:30 AM
05-07-2013 10:26 AM
You will get better ontrol over ads, but if that is the only reason for the rewrite I would caution you to reconsider. Ad fill rate at the moment is less than stellar, so you will likely get better revenue using a model that sells digital goods within the app.
05-09-2013 07:27 AM