ShiVa3D
Adwhirl iOS
Adwhirl iOS
by fzuleta » 12 Feb 2012, 08:52
Hi!
so I decided to make a new way "drag/drop" solution that I could share between my projects and that works with the projects made with the latest UATs, and I'd like to share it with you guys. Im not really sure its the best way, but its working for me, so let me know if it works for you, and if u have ideas on how to improve it: please post.
First,
Special Thanks to pharaoh for his work on Adwhirl
Special Thanks to Giggsy for his work on MASS and MAOF
Steps:
Download this:
in SHIVA:
in XCode:
for other Ad companies, check out https://www.adwhirl.com/doc/ios/AdWhirliOSSDKSetup.html
That should be it!
----------------------------------------------------------------------------------------------------
Customizing Ad
if your game is landscape, you can open the AdWhirl AI, then open onFeli_says_StartAds, there is a comment on how to rotate the ads, and position it to the top.
Play around with the this.nAdFramePositionX, this.nAdFramePositionY values
Inside the comment there is a way to independently position the Ad for iPhone or iPad.
----------------------------------------------------------------------------------------------------
so I decided to make a new way "drag/drop" solution that I could share between my projects and that works with the projects made with the latest UATs, and I'd like to share it with you guys. Im not really sure its the best way, but its working for me, so let me know if it works for you, and if u have ideas on how to improve it: please post.
First,
Steps:
Download this:
f_Adwhirl.zip- (109.71 KiB) Downloaded 80 times
in SHIVA:
- Code: Select all
user.sendEvent ( application.getCurrentUser(), "AdWhirl", "onFeli_says_StartAds" )
1. Import the STE into your project
2. Add the AI [AdWhirl] to your User main AIs
3. Open onFeli_says_StartAds() from the AdWhirl AI
4. Set your AdWhirl Key
5. Call from your Main AI when you want to start the Ads (usually onInit)
in XCode:
- Code: Select all
#import "feli_Adwhirl.h"- Code: Select all
feli_AdWhirlRegisterCallbacks();- Code: Select all
#import "Adwhirl_Helper.h"- Code: Select all
@interface S3DEngine_ViewController : UIViewController <AdWhirlHelperDelegate>- Adwhirl_0.jpg (18.1 KiB) Viewed 1716 times
- AddressBook
- AudioToolbox
- AVFoundation
- CoreLocation
- libsqlite3
- libz
- MapKit
- iAd
- QuartzCore
- SystemConfiguration
1. Create your project
2. Drag both AdWhirl and feli_AdWhirl folder into your classes.
3. open S3DEngine_EAGLView.m, paste at the top of the file
and at the end of the function - (void)layoutSubviews
4. open S3DEngine_ViewController.h add
and add the AdWhirlHelperDelegate EXAMPLE:
6. in the project view open the Classes > AdWhirl > Adapters and remove references for the Ad systems you are not going to use: Example for using iAds and AdMob:
5. Add the system frameworks required by the supported ad networks:
for other Ad companies, check out https://www.adwhirl.com/doc/ios/AdWhirliOSSDKSetup.html
That should be it!
----------------------------------------------------------------------------------------------------
Customizing Ad
if your game is landscape, you can open the AdWhirl AI, then open onFeli_says_StartAds, there is a comment on how to rotate the ads, and position it to the top.
Play around with the this.nAdFramePositionX, this.nAdFramePositionY values
Inside the comment there is a way to independently position the Ad for iPhone or iPad.
----------------------------------------------------------------------------------------------------
-

fzuleta - Senior Boarder

- Posts: 79
Re: Adwhirl iOS
by fzuleta » 29 Feb 2012, 15:44
hi everyone, with my two new games that came out, I realized that there is an issue with admob, its calling, but for some reason the ads are not being shown, I'll fix it asap, I'll let you guys know
-

fzuleta - Senior Boarder

- Posts: 79
Re: Adwhirl iOS
by boyk » 01 Mar 2012, 08:39
fzuleta wrote:hi everyone, with my two new games that came out, I realized that there is an issue with admob, its calling, but for some reason the ads are not being shown, I'll fix it asap, I'll let you guys know
Same, I think because this.
Warning: All new iPad and iPhone apps created after October 14, 2011 will require an AdMob SDK that was released on or after March 15, 2011. This corresponds to version 4.0.2+ for iOS. If you downloaded the library from our official download site, then you're already set. Otherwise you may have an old version of the AdMob SDK that was released prior to March 15, 2011, and your new app will not receive any ad impressions until you update your SDK.
- boyk
- Fresh Boarder

- Posts: 2
Re: Adwhirl iOS
by giggsy » 01 Mar 2012, 10:41
boyk wrote:Same, I think because this.
Warning: All new iPad and iPhone apps created after October 14, 2011 will require an AdMob SDK that was released on or after March 15, 2011. This corresponds to version 4.0.2+ for iOS. If you downloaded the library from our official download site, then you're already set. Otherwise you may have an old version of the AdMob SDK that was released prior to March 15, 2011, and your new app will not receive any ad impressions until you update your SDK.
I think so too!
We can use our old IDs without a problem, but new ones won't work.
-

giggsy - Platinum Boarder

- Posts: 1014
- Location: Austria
Re: Adwhirl iOS
by fzuleta » 12 Mar 2012, 20:24
Hello
thanks boyk, this is exactly the problem, so
Ive been playing around with it, and found a solution a "temp" solution for new Admob SDK:
which suggest using in terminal:
When I apply this to the libGoogleAdMobAds.a, it seems to take away another function required based on the duplicate mx5, so doesn't compile, BUT! when I applied it to S3DClient_iPhone.a, the app builds no problem, displays ads and seems to work fine, however I'm not comfortable messing up this file,
NicoX if you read this could you please advice? could this work as a temp solution?
ah, one thing for it to compile, I did remove the Admod directory and commented all its calls in S3DEngine_EAGLView.h and .m
I also downloaded the new SDK from both Adwhirl and Admob and put them in without any modifications.
Same, I think because this.
Warning: All new iPad and iPhone apps created after October 14, 2011 will require an AdMob SDK that was released on or after March 15, 2011. This corresponds to version 4.0.2+ for iOS. If you downloaded the library from our official download site, then you're already set. Otherwise you may have an old version of the AdMob SDK that was released prior to March 15, 2011, and your new app will not receive any ad impressions until you update your SDK.
thanks boyk, this is exactly the problem, so
Ive been playing around with it, and found a solution a "temp" solution for new Admob SDK:
which suggest using in terminal:
- Code: Select all
$ cd API_build
$ mv libBumpAPI.a libBumpAPI.bak
$ perl -n -p -e 's/MD5/MX5/g' < libBumpAPI.bak > libBumpAPI.a
When I apply this to the libGoogleAdMobAds.a, it seems to take away another function required based on the duplicate mx5, so doesn't compile, BUT! when I applied it to S3DClient_iPhone.a, the app builds no problem, displays ads and seems to work fine, however I'm not comfortable messing up this file,
NicoX if you read this could you please advice? could this work as a temp solution?
ah, one thing for it to compile, I did remove the Admod directory and commented all its calls in S3DEngine_EAGLView.h and .m
I also downloaded the new SDK from both Adwhirl and Admob and put them in without any modifications.
-

fzuleta - Senior Boarder

- Posts: 79
Re: Adwhirl iOS
by boyk » 13 Mar 2012, 16:58
Hello
It's work fine for me after upgrade to "GoogleAdMobAdsSDKiOS-5.0.5"
I just drag "GoogleAdMobAdsSDKiOS-5.0.5" to project, add "SystemConfiguration.Framework"
and I add simple Admob Banner with code from AdMob website
- Deleate "S3DEngine_ViewController" and add GADBannerView
- create AdMob banner in "viewDidLoad" function
- release AdMob banner in "dealloc" function
- Implement adViewDidRecieveAd
I can compile without any error
It's work fine for me after upgrade to "GoogleAdMobAdsSDKiOS-5.0.5"
I just drag "GoogleAdMobAdsSDKiOS-5.0.5" to project, add "SystemConfiguration.Framework"
and I add simple Admob Banner with code from AdMob website
- Deleate "S3DEngine_ViewController" and add GADBannerView
- create AdMob banner in "viewDidLoad" function
- release AdMob banner in "dealloc" function
- Implement adViewDidRecieveAd
I can compile without any error
- boyk
- Fresh Boarder

- Posts: 2
Re: Adwhirl iOS
by makkar » 20 Apr 2012, 23:18
Hi,
Could someone please summarize the current situation with this Adwhirl implementation and latest Xcode/BetaUAT environments? Should the downloadable solution work now, is it updated, or should we try to follow each post in the thread like download latest sdk-s and comment out Admob, etc...?
Thanks,
Makkar
Could someone please summarize the current situation with this Adwhirl implementation and latest Xcode/BetaUAT environments? Should the downloadable solution work now, is it updated, or should we try to follow each post in the thread like download latest sdk-s and comment out Admob, etc...?
Thanks,
Makkar
Re: Adwhirl iOS
by makkar » 02 Oct 2012, 11:07
Coming back to this topic again.
Is this tutorial still working well for iAd?
Is this tutorial still working well for iAd?
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