Getting started with SDKBOX!

Currently iOS and Android apps. I will talk about Windows support in our meeting today.

What is the difference between SDKBOX and AnySDK?

AnySDK primarily targets the needs of the Chinese market. There is something like 200+ unique app stores and it is very hard to make it into a large number of them manually.

SDKBOX provides an easy to use integration layer to add monetization, social, etc.

Maybe the AnySDK english site just needs to be updated, but it describes it as follows:

Is the SDK integration in SDKBOX different than the SDK integration in AnySDK?

Can you please give a technical overview of SDKBOX like it’s data flow and the services/servers involved in the service?

I read on the forum that AnySDK is the solution for the Chinese market, and SDKBOX the one for the US market. So what about the EU market then? Can we, based on that post, assume, that SDKBOX is also running in the cloud like AnySDK or is it totally different?

SDKBOX is more like a upgraded version of plugin-x, so in short it’s just a plugin it’s not something runs on a cloud. the reason it starts is because we want to provide a better plugin integration solution for cocos2d-x, but the fact is plugin-x always gets the low priority compare to other shinning new 3D features, so we decide to change that.

Now we’re working with third party sdk providers to create fully tested plugin for cocos2d-x c++, js and lua, and we got sponsorship if developers integrates them, as a result currently we’re tracking installs of our plugin (only install nothing else), and that’s pretty much the services we got at this stage.

Moving forward, we’re creating more plugins, like iap, social, and will provide more useful valuable service. to the developers.

It’s really a win-win for developers, 3rd party sdk providers and coocs2d-x, saves game developer’s time, saves sdk developer’s time, and we get paid to grow cocos2d-x.

As for AnySDK and SDKBOX, currently it’s a separate product, SDKBOX offers more freedom and more tailor to US/EU market, although AnySDK have english version, but I think chinese market really keeps the team busy, 100s of store to keep it up, is not a easy task.

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It’s much better, and more importantly supports iOS

Thank you for your explanation!

Unfortunately I wasn’t able to login to download the plugins to check myself, so I had to ask :smiley:

Why can you not login?

IIRC. it said “temporary problem”, please try again later.

It’s working now.

This sounds great!

Regarding Admob, it would be great to see Admob used as the Ad network aggregator.

A single Admob C++ .h interface created that has separate .cpp implementation files for iOS, Android and WP8.1.

Each implementation would then tie into the ObjC, Java and C# of the platform as needed.
The Objc, Java and c# could handle the callbacks for ad network prioritization on each platform.

The Admob web app could be used to manage ad network prioritization.
The c++ file could then present the showAd, hideAd, loadAd, and callbacks for interstitial lifecycle and add loading/failing through a simple interface.

For iOS and Android, it could then be configured to call Chartboost, Vungle, AdColony, Applovin, or others as primary and use Admob to backfill. This would provide a maximum fill rate and enable tweaking network prioritization in the Admob web app.

By the way, while Vungle and AdColony do have great payout on their video ads, but they do gouge the revenue share if you don’t serve a critical mass of ads for them. I forget exactly what that critical mass is, but it was something like less than 5,000,000 ads a month and you get 20% less revenue share. I just looked at Vungle and Adcolony’s sites and I cannot find the legal document that I read that in. But my point is that having Admob as a mediator enables some control over which ads are served and can be changed at any time.

A setup like this could do a great job of maximizing ad revenue in ones game.

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I am surprised that Microsoft is not dedicating more resources to support Cocos2d-x integration of their In App Purchase and Microsoft Ads.

Microsoft is struggling to gain mobile market share and strongly wants more games in their app store.

Streamlining Cocos2d-x integration with Microsoft IAP and Microsoft Ads by dedicating resources to work on SDKBOX would go a long way towards getting more Cocos2d-x games in their store.

And I am baffled why Microsoft does not have a GameCenter/Google Play Game Services type social gaming service.

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WHO WOULD LIKE US TO MAKE TUTORIALS FOR SDKBOX :smiley:

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I would be thrilled to see support for AppLovin added. There is already existing code for this at https://github.com/wenbin1989/applovin-x that could be adapted and updated with the latest AppLovin SDKs.

Go for it! Thank you so much for the continued videos.

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Just uploading a Cocos Studio tutorial ATM but will discuss doing tutorials for SDKBOX :smiley:

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@slackmoehrle, any news about SDKBOX IAP ?

Thanks, for such as thing

This really help us , to use 3rd party framework, to add the salt to our games

Hope see more like inapp and more ad networks

Thanks cocos2dx team

It is in the works.

Iap is coming and more ad networks too :slight_smile: