This week's book giveaway is in the OCAJP 8 forum. We're giving away four copies of OCA Java SE 8 Programmer I Study Guide and have Edward Finegan & Robert Liguori on-line! See this thread for details.
I'm nearing completion of my first Android app (a game written using openGL ES 2.0) - I've tried to put AdMob banners in and found they don't fit :-(
My game is a single/fixed screen 2d platformer. I have the game area and a control panel at the bottom which houses the controls, score, lives etc
I had left a space under the score but, being a complete AdMob beginner, didn't realise the banners could only be delivered using 'standard' sizes.
So now I realise I can't scale the banners, I have 2 choices:
1) Completely re-design the game/'s UI and put a banner at the top - this, I guess, is an option but would mean the controls actually being on the game play area which, on a small phone, could be quite annoying. It's also proving extremely difficult getting the ads to fit nicely across different devices. I've tried various things, and am going to keep attempting to make this work.
2) Do away with banners while the game is actually being played. This would mean that I have a banner on the main menu, the level-select screen, the get ready screen, game over screen, game completed screen, and any other non-gameplay screen
I'd appreciate a bit of advice from seasoned mobile developers. I obviously want to monetise my app as best I can.
Which of the 2 options would you take? Am I likely to miss out on many click trough's by omitting the ads in game-play? Any help anyone could offer would really help - thanks!