Developer Feedback

Our Latest Tweets

  • TestFlight + Burstly = TestFlight Live: A real-time dashboard for in-app actions and revenue

    alex (March 5th, 2012)

    We are excited to announce that Burstly has acquired TestFlight, and we are jointly launching TestFlight Live today. TestFlight Live is a real-time dashboard that highlights actions and revenue for iOS apps. The TestFlight Live feature set is broken down into four segments: engagement, audience, revenue, and stability. The goal of the product is to provide a real-time display of the important factors happening in your app right now. It is available via Safari on desktop, iPad, and iPhone. The TestFlight crew does a thorough job on their blog to explain the new product, along with the synergies between the companies.

    As our clients can attest, Burstly is more than just mobile advertising. Empowering developers with a toolset that fits their business needs is consistently our core focus. Our first Burstly shirt made that clear when we quoted Steve Jobs proclamation that ‘mobile ads suck.’

    We agree and our goal is to create tools that try to make them better by enabling apps to use their ad space for a lot more than just banner ads. We encourage all of the apps using Burstly to run cross-promos and relevant content (game tips, announcements, etc) to keep this space engaging. This mindset explains why we are so excited to join forces with the TestFlight crew. For those of you that aren’t familiar with TestFlight they help iOS app developers during the beta testing period of their app’s lifecycle. They do an amazing job of it across the entire spectrum of apps. Companies like Disney, Discovery, Nimblebit, Tumblr and Halfbrick all use the service.

    We have known the TestFlight team for almost three years. They were one of the very first developers to integrate the Burstly SDK. In fact, our original launch video highlights our relationship with someone named Ben; the same Ben who is TestFlight’s co-founder (skip to 1:00).

    Following the acquisition we wanted to make it clear that both products will remain independent and that we are investing heavily in both. Each company will continue to have separate tech teams and business leaders who collaborate where it makes sense. We have been doing this for nearly three years. Even though this is news to the rest of the community, it is actually business as usual for us. We believe this will be apparent in both team’s upcoming product releases starting with TestFlight Live.

    The TestFlight and Burstly teams will continue to work tirelessly to empower developers with the tools they need to build better apps and monetize effectively. We know that this sounds great in theory but we are excited to let the products speak for themselves. Please take the time to check out TestFlight Live as we continue to evolve and improve our products.

    Both teams are hiring. If you love to create products that solve problems in all areas of the mobile app lifecycle please visit TestFlight or Burstly.

    Want to know how much your house ads are worth? Use download tracking!

    alex (January 10th, 2012)

    If you’re a developer with multiple apps, you’re probably using house ads to promote across titles. Most developers, however, are not clear on how much these cross-promotional house ads are actually worth. In turn, it is often difficult to decide which promotional combination will monetize with the best results. With Burstly’s download tracking feature, it’s easy to find out.

    Download tracking is a feature that allows you to match clicks on an ad to an app install (meaning a user downloaded the app and opened it at least once). This allows you to determine the conversion rate for a particular ad and calculate the eCPM for the ad. An easy way to do this is to access Burstly’s website – it can calculate the eCPM for you automatically if you know your CPA (cost-per-action, equal to the “value” of a user for an app).

    Here’s an example of why knowing your ads’ eCPM is so important:

    Let’s say you’re running both third-party ad network ads and house ads in your app. You know that ad network A gives you a $1.00 eCPM and ad network B gives you a $2.00 eCPM, so it’s clear that you should run ad network B before you run ad network A to maximize your revenue, but what about your house ads? Where do they fit in? Using Burstly’s download tracking, you may discover that ads for another one of your apps result in one install per 1,000 ads shown. If this app is $0.99, then that gives you an eCPM of $0.70 and you should run house ads only if your ad networks can’t fill a request. If this app is $1.99, then you should run house ads instead of running ad network A since your eCPM is $1.40 versus ad network A’s $1.00 eCPM.

    So, how do you get started with Burstly’s download tracking? If all of your apps run Burstly for ad serving, you’re ready to go. If not, just integrate our download tracking SDK (iOS only, download here) or integrate with our download tracking API. Once that’s done, just set up download tracking on each creative from its configuration page on our web UI. Check the download tracking box and enter the app’s bundle / package ID and the app’s CPA.

    If you have any questions, we’re here to help. Just send us a note to support@burstly.com.

    Announcing Burstly Rewards

    alex (November 30th, 2011)

    At Burstly our goal has always been to provide app developers with tools to maximize their revenue wherever that revenue comes from. Ad networks are a piece of that (albeit a very important one), but direct monetization of users through cross-promotion and in-app purchase can often times be more valuable. As a result, it’s important that developer’s have the flexibility and control to switch priorities based on their daily business needs. This message has resonated with our partners and we are thrilled to be leaders in ad mediation serving more than 10 billion monthly impressions.

    With the rise of freemium games, we saw a huge need to offer the same set of tools to the incentivized space that we offer on mobile display. That’s why we are excited to announce the first product to mediate mobile offers on both iOS and Android: Burstly Rewards. Burstly Rewards enables you to take control of the offer space from every aspect. You can now mediate multiple providers within one wall, mix in house and direct campaigns, match the UI to your app’s look and feel for improved user experience, and support multiple offer types (videos, offers, downloads – android only, and shares). All with the same underlying targeting tools that power our display ad mediation.

    Need to shut off a certain partner who is not in compliance with any announced changes? Do so on the fly and move inventory to new partners without an app re-submission. As new partners become available they can also be included without an SDK update (partner dependent).

    Burstly is launching two products that can be used individually or simultaneously within the same app: Rewards Wall & Reward Page.

    Rewards Wall

    The Rewards Wall enables app developers to mix and match 3rd party networks, house, and directly sold offers in one wall. The developer can optimize by selecting which providers they want to display, along with the number of offers to display from each. Burstly also brings the power of their mobile mediation platform to Rewards, offering advanced geo-targeting, frequency rules, and optimization to Rewards.

    Rewards Page

    The Rewards Page allows you to run an attractive reward-driven campaign through a customizable branded environment that utilizes the entire screen. The user can access the Rewards Page through custom branded buttons and/or banners throughout the game. The goal of this product is to offer a simple, yet high impact engagement that allows an advertiser to receive several brand opportunities or enable the game to extend its brand further. The Rewards Page also taps into the Burstly ad server for ultimate flexibility and control.

    The Burstly Rewards product is in beta starting today and developers can request to join. Check out the TechCrunch post as well.

    Burstly’s iOS 5 GM Compatible 1.27 SDK Beta Now Available

    alex (October 6th, 2011)

    Now that the iOS 5 GM seed has been released to developers, we’re releasing our 1.27 SDK beta. This SDK version is compatible with iOS 5. We’re still waiting on confirmation from all of our ad network partners that their SDKs are fully iOS 5 compatible, but we’ve confirmed in our testing that the 1.27 SDK beta runs both Burstly and third party ad network server side partners successfully on the GM seed. If you’re a current Burstly publisher, go to https://github.com/burstly/Burstly-SDKs to download the 1.27 SDK beta today. 

    Please note that if you are on an older version of the SDK its important to update to ensure forward compatibility. While we recommend you update your apps as soon as possible, an update will be coming in the next few weeks that includes expanded SDK support. Questions? Please let us know – we’re here to help! 

    How to Add Interstitial Ads into Your Apps

    alex (February 15th, 2011)

    App developers currently have two ad unit options for adding high-paying interstitial ads to their apps:

    1. Full screen ‘canvases’ that are presented modally to a user and created by an ad SDK
    2. 300×250 IAB medium rectangle ads that are added to a UIViewController that is then presented via presentModalViewController

    We’ve designed the Burstly SDK to allow developers to use both of these interstitial monetization options that yield higher eCPMs than banner ads. If you’re interested in adding interstitial ads to your app using the Burstly SDK, here’s a quick tutorial.

    Step 1:

    Create an OAIAdManager instance.

    Step 2:

    Implement the required OAIAdManager delegates:
    - (NSString *)publisherId; – return your Burstly publisher ID as a string
    - (NSString*)getZone; – return your Burstly zone ID as a string
    - (UIViewController*)viewControllerForModalPresentation; – return the topmost UIViewController subclass in your view controller hierarchy

    Step 3:

    Add logic to send the requestRefreshAd message to your OAIAdManager instance. This would be a good place to pause your game if necessary.

    Step 4:

    Implement three optional OAIAdManager delegates:
    - (void)adManager:(OAIAdManager*)manager didLoad:(NSString*)aNetwork isInterstitial:(BOOL)isInterstitial; – This delegate is called when an ad is received. If isInterstitial == YES, the ad network presents its own modal ad canvas. If isInterstitial == NO, the ad network does not present its own modal ad canvas (this is the case when the ad network returns a medium rectangle ad). In this case, you should add the OAIAdManager.view to a UIViewController instance and then presentModalViewController with the UIViewController instance containing the OAIAdManager.view to show the ad.
    - (void)adManager:(OAIAdManager*)manager adNetworkControllerDismissFullScreen:(NSString*)aNetwork; – This delegate is called when an ad network which presented a modal canvas dismisses the modal canvas. If the ad presented to the user is an interstitial canvas launched by the ad network SDK (that is, if didLoad: isInterstitial is called with isInterstitial == YES), this means that the interstitial canvas has been dismissed and your app can resume.
    - (void)adManager:(OAIAdManager*)manager failedToLoad:(NSString*)aNetwork; – If you paused your game, you should unpause your game if aNetwork is equal to “adserve”. This means that the Burstly SDK was unable to retrieve an ad.

    That’s it! If you have any questions or comments just let us know at support@burstly.com.