My App GLOWING SKY has been updated to version 1.1. :enc:
http://itunes.apple.com/us/app/glowing-sky/id441019734?l=es&ls=1&mt=8
This new version is the first app published with InApp purchases. Although it is a "full" version it has buttons for "donations to the author". I am not waiting for (huge) money, but a test for InApp pruchases, while the lite/demo/free version is finished (I hope tonite!).
So, if you have downloaded the app previously, please, test the donation buttons and cancel setting a wrong password when asked by itunes/ios.
Congratulations and thanks to matchy for creating the code.
On the other hand, what works well for IOS 4.2 +?
P.D.: I'll test it myself.
Nice. Will check when I get a chance. Is this all using code posted in the in-app thread or has it been changed to fix the outstanding bug you had?
Cheers
Nah, it is using the code in the InApp thread. I can not change anything in this code because I have no idea of C.
Anyone can check the program with no risk of money-charge. If it fails (the wrapper), it can be on 2 stages:
1.- just when requesting the "things to be sold", so no list will be shown.
2.- When you press any item and the app ask for it to Apple.
If you get at the stage where iTunes ask you for your itunes email account and password, it has worked. You can cancel or set a wrong password to "cancel" the purchase. You can (and/or should) accept any requester iOS shows to you previously without fear.
Anyway, any donations will be wellcomed. :nana:
LOL, it will not work.
I created all my InApp purchases "things" in the free app in iTunes Connect, but as they were not created on the FULL app, they are not listed when requested.
Notice that ID of purchases can not be duplicated between apps.
If in App #1 you created myapp.donation, in App #2 you can not create myapp.donation, they have to have different IDs, although you can not "buy" (access) the purchases between apps.
Uploading Glowing Sky 1.1.1
Very cool! :nw: :coke:
:rtfm:Interesting article: Two-thirds of in-app game buys have fleeting value
http://gigaom.com/apple/two-thirds-of-in-app-game-buys-have-fleeting-value/
Great read. Reminds me of the fuzz that happened on EVE online a few moons ago, where an update had options to customize your player with more-then-real expensive clothes.
Few days ago people down at the studio got a retro kind of asteroids game where just everything costs in it (the base is free).
Quick looking into it, it seemed that to have all options that would turn it into a full game would cost 50-100 dollars.
I see no problem paying high price for a game that really deserves qualitywise (does this still exist?), that didn´t seem the case on that game. My first reaction was to skip it completely in disgust, later I thought, well it´s like a demo and you buy what you think is nice from the full game, it´s not that bad and actually and enhancement on the "demo" thing.
I don´t know, maybe I´m just too old for this model and expect my games to be full whether paied or free or I´m just too weird when it comes to spending money (people usually get a kick when they shop, I don´t, the kick comes only after a looong while and I see that the money was no wasted).
Amazing, the first App with InApp purchases published was and wasnt the one listed.
It had the InApp system implemented, but it was trying to access the purchases of another app... Anyway, this is the REAL FIRST APP WITH IN APP PURCHASES:
GLOWING SKY FREE
http://itunes.apple.com/us/app/glowing-sky-free/id441640792?l=es&ls=1&mt=8
Strange enough, the upgrade of "full" Glowing Sky with InApp purchases has been rejected because "We found that your app includes the ability to collect charitable donations within the app, which is not in compliance with the App Store Review Guidelines" as I call extra pays to author "donation", the same words I use on the free version...
Now the question is "will it really works?" (the InApp purchase I mean) or "who will be the first buyer of an InApp purchaser?
:D
2 REAL InApp sales! One consumable and one non-consumable, from UK and USA.
Has been anyone, guys?
Ampos gratz on that. So can we use InApp purchase now safely and works properly?
hi ampos,
how are your inapps going on? are things working on?
congrats!
Yes, it works :) . Around 5 inapp sales so far :(
to put the egg straight still standing is quite a feat! great it´s working all around.
Bit sorry for the sales so far, but nothing like more games done won´t cure.
congrats :good:
Who's got some ideas for consumable and subscription purchasing, I suppose for games without content journalism?
Non-consumable is good for registering a lite app to full app. Ideal to avoid piracy.
Consumable things are soooo good. If your game can have it, you will get (huge) money.
For example, a kill-all game. You win coins on the game, and can get better weapons using the coins. You can sell to your user extra coins for money.
Or in your game, the plants take 1 day to grow. Sell them using InApp a fertilizer that will make your plans grow in just minutes.
Today the big money is not selling the game itself but consumable goodies to the users. Many games are not free and even they sell extra-coins, or extra cars, or extra circuits...
Virtual gold is money and that's why World of Warcraft gold farming is so popular.
So what are some game ideas that uses this concept of huge money?
Quote from: matchy on 2011-Sep-05
So what are some game ideas that uses this concept of huge money?
LOL, that's the quid of the question...
Yeah I've read a few articles about making more money from inApp purchasing. Especially if you are really clever about it.
Check out coin dozer. That is extremely clever. I'm 38 years old, rarely buy anything if I can get away with it, and even I *very* nearly put some money in to get me more coins to carry on and beat the scores of people I work with. Draws you in by allowing free game downloads to give you extra coins (and you cannot just start again) then starts mentioning you can buy more coins... Couple that with the fact that more free coins are trickled to you over a period of time (ie. one every few minutes with the phone off) and you really need about 20+ coins to make a good difference, and I'm telling you they made some decent money off it. Would *never* *ever* buy it. But a free game that a work colleague said was fun? Ok. If I was stupid with money (like I used to be) or 10 years old, I would have so ploughed a load of cash into it. Stupid repetitive idiot game sure, but very nice way of getting you to use inapp purchasing.
Cheers