InApp Purchases, Ads, Game Center, Play Services.......

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spicypixel

Having put my last two apps online, one a util and the other a game. On both AppStore and PlayStore and getting zero purchases for either it has struck me the importance of Ads and/or InApp purchases. We are competing in a strong marketplace on both stores and having a LITE and FULL just isn't cutting it anymore (imho). Can some of the better coders amongst us collaborate or assist in finding a solution that Gernot can implement into the core of GLB. Adding libs, messing with sdks and adding .mm files is all good and well but personally I feel that GLB would be far more solid if these features were part of the core.

Maybe there is a way to add modules to the core to make things easier for newbies and seasoned pros alike to add functionality. Ultimately the money I've spent and the return I've had just isn't worth it and it would be sad for me to not bother with the AppStore and the PlayStore because ultimately leaving this effectively means leaving GLB and doing something else to make money. Car Boots maybe lol :-)

Just an opinion I'd be happy to hear others thoughts.
http://www.spicypixel.net | http://www.facebook.com/SpicyPixel.NET

Comps Owned - ZX.81, ZX.48K, ZX.128K+2, Vic20, C64, Atari-ST, A500.600.1200, PC, Apple Mini-Mac.

bigsofty

Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

spacefractal

Karma Miwa would property been free, because its is fun to develop that game and did not doing money.

Yes that way extensions works in glbasic is very different between Android and iOS example. In Android you need expand the SDL java file, while you need to add mm for iOS. This can confuction beginner, but not sure its better a alternative way that way its works.

The best method is simply using the same idea behind AndroidExtras and extend that to use iOS as well trought the same functions its use (GPS and keyboard exists in iOS, and could been cool implementing that too).

So the only best way is property make sure we use functions to call the extras, so its can been extended to other OS when used, so nothing breaks compatible.

Am also pretty sure InApp purchase works pretty much the same on all OS, so its a area that could done that. Either as glbasic commands, or simply trought a module with Android Extras style....
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

spicypixel

I just think the language is lovely to work in and there's a whole heap of functionality being used that we really need for apps now and missing out on.
http://www.spicypixel.net | http://www.facebook.com/SpicyPixel.NET

Comps Owned - ZX.81, ZX.48K, ZX.128K+2, Vic20, C64, Atari-ST, A500.600.1200, PC, Apple Mini-Mac.

mentalthink

Yes I think this a very important point, and we don't have.. I look the AGK of the DarkBasic and they have implemented all this things...

Perhaps another way and this can be interesting for all people it's open a market, something like Unity Store, and the people can sell their codes or graphics. In example Shiva3d all scripts of facebook, social networks, and this things was of pay... 

spacefractal

http://www.appgamekit.com/documentation/Reference/Extras.htm yep, they are all in and then out perform glBasic in that term.

So Glbasic missing some sort a good plugin system like that and compatible with both iOS and Android (but howover they do have a bigger team than Glbasic have).

InApp purchase is very important today and we still missing that on Android, and partyly for iOS too. Howover there is a lib for iOS, which can could integrate that way using simular functions like that link, so its could been easier to perfrom and in uses.

Eailer im did looked on Admon, but im did got Activity trouble with that on Android, so im gave up. The required SDK and multitastking was the most issue (they also required SDK 2.3, but Glbasic still uses SDK 2.2). Today its seen most of those Acticity have been fixed, so im will tryout LeadBolt those day (which require SDK 2.2 here, so that pretty nice). Howover im do focus on the Android first here, and will integrate to AndroidExtras when done. on iOS iADS should of course been used, but LeadBolt do exists to that platform too.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Omadan

I completely backup and support everything that has been said here. iOS market is a nightmare the same ones are up there all the time. Inapp purchase could come in handy I guess, but it all boils down to the same thing.

I must admit though that I have had my fair share so far but I have worked my butts of for it. Im trying to have more fun now instead of thinking big.
Top Arcade Apps - Best game for mobiles and computers

http://www.toparcadeapps.com

erico

In-app purchase is way off my taste, I never bought a game with such features. Tried one or two of the freemium things but thanks they were not my cup of tea.
Adds inside games as banners over game field also gets me off. I would perfectly tolerate the likes of adds you saw on Lotus turbo sprit or the non intrusive kind you get on shufflepuck cantina (ye the android excellent remake).

Apart from my personal tastes, I have to agree we should get those working. They feel important on today´s scene.

spicypixel

Quote from: erico on 2013-Jun-26
In-app purchase is way off my taste, I never bought a game with such features

In-App purchase can be used to unlock a demo to full though as well remember :-) No need for LITE and FULL
http://www.spicypixel.net | http://www.facebook.com/SpicyPixel.NET

Comps Owned - ZX.81, ZX.48K, ZX.128K+2, Vic20, C64, Atari-ST, A500.600.1200, PC, Apple Mini-Mac.

Omadan

Indeed. And let's face it many people avoid getting apps which say lite,demo,free etc.

So we are missing thousands of downloads.

My views anyway. :)
Top Arcade Apps - Best game for mobiles and computers

http://www.toparcadeapps.com

spacefractal

im dont like those which purchase coins etc for insane high price (which im often avoid too). But howover there is many good example how In-App Purchase is nice:

Purchasing magazines, unlock all levels (which seen more more popular, which im could do that in Greedy Mouse), Games in a emulator, Game packs in a Solitaire app etc, unlock premium version with extra functions and so on. Here inApp purchase is pretty nice. Howover we might not like that, but its seen we can get much better sale than doing tre trandionelly Light/Premium.

If we dont have inapp-purchase, but if we can integrate ads, and then doing a much better light version of a game with all levels from full version, due we can get revenue from the ads instead, due hopefuly much more downloads without removing to many functions (that is not needed). Howover im those days/ weeks looking, and see im can integrate a ads service and put that to the ANDROIDEXTRAS section (Android highest priotity here). This is about that example WordFued works. The game have a paid and a ads version, and im like that way its done....

Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

hardyx

The problems of integrating new functionality in the base language are many. First, a lot of work to implement this and second make it and testing for many platforms. The answer for this lot of work is let the users to collaborate with components.

I think the solution for all the new functionality present and future is a plugin or component system for the language. Like gbal libraries or static libraries but better, updated and more integrated, like the libraries are used in Python, .Net or Java. We need a review and improvement of user libraries. With this, the users could create free or paid libraries to extend the language.

Other mobile frameworks support components/plugins too and have a big participation from the user community. I think this is the next big step in GLBasic.

Look at this page, Binpress, it's a market to sell apps and components in source code (objetive-c for example) wich other developers can use. It's an example of collaborative working to get a better development environment. They have some things free too.

http://www.binpress.com/browse/objective-c

erico

Good point hardyx!

Quote from: spicypixel on 2013-Jun-26
Quote from: erico on 2013-Jun-26
In-app purchase is way off my taste, I never bought a game with such features

In-App purchase can be used to unlock a demo to full though as well remember :-) No need for LITE and FULL

I agree and believe in the potential such implementation shall have.

But personally, I never really got into demos myself, the only exception being the Cadaver (bitmap brothers) demos, that were mini full games telling the tales before the main game...they are almost a collectors piece. I love those kind of demos (I got the cu amiga one :)).

To be truthfull, I get to demos and wips once in a while, like the Broforce or Hammerwatch I posted off topic. But they are somehow different, more like a work in progress and test for purpose on indie stuff. The spelunky or kofXIV demos for xbox were really horrible. But that is all only my opinion.

I see the benefits we get with these extra functionality, specially the way hardyx described.

matchy

From experience, apps get popular due to market research and exposure. Blaming the app stores and GLBasic is unfair if you believe a product is profitable. That is why I don't wreck myself everyday creating pipe dream apps without a demand in the market otherwise it is just common gambling.  :whistle:

erico