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Main forum => GLBasic - en => Topic started by: Omadan on 2015-Feb-09

Title: iOS - inapp purchase
Post by: Omadan on 2015-Feb-09
Hey all, I need something very important.

Has anyone recently implemented in-app purchase on iOS.
I need non-consumable and consumables. This is essential for my upcoming project.

Anyone has done this. Please I need a guide, a 100% working guide. I'll reward you don't worry.

Thanks all.
Title: Re: iOS - inapp purchase
Post by: Alex_R on 2015-Feb-10
Yes, this is an important feature missed in glBasic: an easy procedure to implement in-app purchase on iOS, consumables and non-consumables. Almost all games have in-app purchases to earn some money. I think when a easy procedure + a completed guide is implemented GLbasic will be the best!!

Perhaps Spacefractal is working on it!!  ;/
Title: Re: iOS - inapp purchase
Post by: spacefractal on 2015-Feb-10
There is a store kit, but it's take quite more time to set up when compared to android Google play with sky øm consumable is not supported through nor I'm property not will do.

I'm thinks it's in code snippet. But I'm haven't touched it in a year or such after I'm dropped it again soon later.
Title: Re: iOS - inapp purchase
Post by: Omadan on 2015-Feb-10
I had a look into the section you mentioned and when Ampos did it, but it is very old post and perhaps not even working now. I tried to follow but to be honest got lost. A guide with a working program is what we need. plus I saw some posts that the cancel thing was not working and then got lost completely. For us to succeed we need in-app purchase imo. 90% of successful apps are driven by in-apps. People just want free downloads and then buy stupid stuff in games. I hate the idea but it is the only way forward. I wish I could do this myself but obj-c is a no no for me.
Title: Re: iOS - inapp purchase
Post by: spacefractal on 2015-Feb-10
im did that too back in 2013 using inapp StoreKit. Im havent used it a year, so im does not known its still works. Im did newer succes with it and changed back to only do premium only games (or free games like CatchOut).

The link is here:
http://www.glbasic.com/forum/index.php?topic=9442.0

Its also for Android and Ouya. But setup on iOS can do take more time, since there is various sku setup in both glbasic inapp config, a plist file and also require approvements at Apple as well.

Its also clean the Ouya inapp shop is the easiest at all. Here you could purchase items from your own accounts, which you could do that on other platforms.

But in the either way, dont except me to add consumable support, because im hate that so much at im do. Its possible to do that and quite easy, but diddent test that very much.

Im do not sure how well the guide is throught.
Title: Re: iOS - inapp purchase
Post by: Alex_R on 2015-Feb-10
I was working last year with your tutorial and unable to finish a purchase. I got the price and the buttons to confirm or cancel the purchase. But when I press the buy button nothing happened.

I'm considering myself in learning xCode to develop GLBasic purchase functions. But I need lots of free time to start, and now it is imposible.
Title: Re: iOS - inapp purchase
Post by: Omadan on 2015-Feb-10
Alex a heads up on what you did. I will try to follow from there and see if I can get it to work. Non-consumable is okay for me at least it is better than not having in-app. Thing is I need this and need it fast for my upcoming project.
Thanks guys.
Title: Re: iOS - inapp purchase
Post by: Alex_R on 2015-Feb-10
Bufff!! I don't know how to show you my code. I use my own GUI system and perhaps is not easy to understand. However I followed this schema to develop it: http://www.glbasic.com/forum/index.php?topic=6711.0 (http://www.glbasic.com/forum/index.php?topic=6711.0)

It is very useful to understand the procedure.

If you still want my code I can paste it. But as I said it is not easy to understand.
Title: Re: iOS - inapp purchase
Post by: Omadan on 2015-Feb-10
That's the one from Matchy, which was used by Ampos. So that was the one you used?

That is not Space's one, I think, but do correct me if I am wrong.

Apparently Ampos made it to work and I read that Kitty also did it and he actually got his first sale lol.

I never looked at that one, I will take a look at that then.
For me in-app purchase is the only way to go from now unfortunately.

Thanks guys for comments.
Title: Re: iOS - inapp purchase
Post by: spacefractal on 2015-Feb-10
Im did implemented a newer sysetem, based on MKStoreKit (ios 5.1+ required) and shared functions with both Android Google Play, iOS and Ouya shops:
http://www.glbasic.com/forum/index.php?topic=9442.0<

Howover its some time ago im coded for it (its from 2013), so im do not sure its still works, but you can take a time and checkout. Im do have do most support for Android and Ouya. Recently the Ouya Store changed the sdk, and wasent aware of that in a half year, so that got fixed.

IM do recommered to test it on Ouya really, because its the easist system out here. Only sku setup is different on iOS, but howover you do need a "restore" button for iOS, not required on Android.