A Smart Group is a special widget as on its own, it does nothing. It only works with other widgets attached to it. The Smart Group widget has three main use cases. Group together multiple widgets and move / animate them together in the final ad and in edit mode. The Smart Group slightly resembles the ‘Smart Object’ in Photoshop, in which only the graphics within the parameters of the Smart Group are displayed while everything else is cropped. Work on and move widgets within the Smart Group. Widgets remain fully functional within a Group. The only difference is that their X and Y parameters refer to the Smart Group widget, and not the regular Canvas. Creating a Smart Group Drag a Smart Group widget onto the canvas. Drag other widgets onto the canvas. In the Layers Panel, drag the widgets that should be part of the Smart Group onto it. Once done, they will a subpart of it. Please note: The order of the widgets in the sublayer is important as the first one will be presented on top. Make sure all the graphics you need to be visible are located within the parameters of the Smart Group or they will be cropped. Configure each widget by selecting it in the layer panel.
The Hypercube is a 3D, cube-shaped Gallery widget. To move the cube from one face to another, the user needs to swipe over the cube. The direction of the swipe determines the direction the cube spins. Note that the cube will land on the closest face following the spin. To set up the cube, utilize the Preference Panel. Parameters Entrance Effect: On the page’s entry, the cube spins and lands on the first image in the list. You may set the number of spins, and their speed. Snap to Face: You may determine the speed of the movement between faces. Images Upload: The cube takes up to 6 images. When uploading more than six images, the redundant images will be ignored. When uploading less than 6 images, some images will appear on more than one face. On Click options: Like other multi-images widgets, each face has a separate ‘On Click’ event. You can set the clicks to trigger different actions – ‘Open URL’, ‘Hide ad’ and ‘Show page’. Edit: In editing mode, the widget’s borders are wider than the images themselves. When spinning, the cube exceeds the image’s borders due to the 3D effect. The margins prevent … Continued
A good playable ad starts with a high CTR, and creates a great engagement experience that leads to a higher user acquisition and to reaching more brand KPI’s. How to Increase CTR Ad size. The best ad size is around 500K. 2MB should be set as the high end size. Bigger sized ads will create significant media waste in terms of discrepancies. Clear invitation to play. Playable ads are new form of advertising. Users do not expect them. A clear invitation to play should indicate to every user that this ad is basically a mini game. Once done, the CTR goes through the roof. How to Increase Conversions Create multiple ads and test them all the time. The notion of ‘Getting It Right’ is not something we recommend in ads in general or in playable ads in particular. Changing the call to play the game itself and the call to action are an ever needed effort. By using the Creative Factory, this can be done in self-service, so saves both time and money. Other 3 Golden Rules Use a real game engine. The Creative Factory offers numerous building blocks. It is fairly easy to create a … Continued
Playing Pieces Spin: initiates the spinning of the wheel upon pressing it. Your individual picture can be uploaded to it, and additional actions upon tapping are available. Wheel Image: is the visual used for the wheel. Swap it with your own one if you like. WOF: is the game engine. Score Console: is a message displaying either a good or slow spin. You can alter the usual text parameters of this Text Widget. On Good Spin: lets a message occur upon a good spin by the user. The widget contains an Internal Tacker which detects the good spin. A JS code initiating the message to occur can be (ex)changed. Feel free to add any action of your choice to get triggered by a good spin. On Slow Spin: lets a message occur upon a good spin by the user. Change JS or tracker or add other actions how you prefer. Win 1-12: each of the 12 Win widgets is connected to its numerical equivalent on the wheel. When a number of the wheel is chosen, the Internal Tracker of the equivalent Win widget detects it. Add an action of your choice to each one.
Playing Pieces Puck: gets hit by the players’ handle, aimed at hitting the opponent’s goal. Exchange the image of the Puck if you like. Handle: is the playing piece used to hit the puck with. You have the option to upload your own image. Counter, Score and Field Counter: counts down the playtime from 120 in seconds. Time as well as font settings can be easily altered in the Preferences Panel of the Counter. ‘On Completion’, the Counter has been configured to end the game and show the score on a new page. Score: displays the goals of the player and the opponent. Change the text parameters in the Preferences Panel of the widget. Game Touch: is a feature that lets you add any action of your choice in case the user touches any part of the game. Hockey: is the game engine. Visual & Field: the area the game takes place. Replace the images with your branded ones via the Preferences Panel.
Playing Pieces X: is the mark by the player, who places one mark each turn in the empty spaces of the 3×3 grid. Feel free to upload another image to this Visual widget. O: is the mark placed by the device in response to the marks set by the player. The image can be exchanged as well. Grid, Results and Replay Board: displays the grid in which the game is played. The board is a Pass Through Widget and therefore allows the player to interact with the layers beneath. If you like, you can easily change its looks by uploading another PNG. Background Grid: is the background for each cell when being empty. Upload an image of your choice. Game Touch: has been set as a trigger. When the user touches the grid, you can install an action of your choice into this widget. Draw, Lose, Win: track if the player won or lost the game or both parties didn’t win. Depending on the result, one of the trackers signals the Console to display the result. Console: displays the result of the game. Text parameters can be altered as you please. Replay: is designed to always let … Continued
Playing Pieces MouthDrag: is the figure the user drags to catch falling brains. It is preconfigured to be moved to the left and right sides only. Upload an individual image if you like. Drifter 1-10: are the falling brains the user has to catch. As you can see in their Preference Panels, they have been set to move in differing speed, to appear, resize, disappear, and sync with the counter upon collision. Code is furthermore involved. You can easily upload images of your choice. Effects, Counter and Blocker Shadow: is a simple visual, attached to the DragMouth by code. Change the image if you like. Brain 1 & 2: are the visuals appearing within the Drag the moment the user collects a brain. You can use your own images of course. Text 1: says “10pt” and is configured to appear when the user catches the biggest brain (Drifter 2). You can change Text properties. Konfetti: is a 360 Widget displaying a konfetti animation when the user catches a special drifter. If you want to change this effect, upload a set of images to the widget. Konfetti Trigger: triggers the ‘Konfetti’ animation and the appearance of “10 Points” (Text 1 … Continued