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AppGameKit Classic Chat / [Android]Version "lite" (demo) and complete

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Blendman
12
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 5th May 2014 16:32
Hi

I have a question about the version demo and complete (about the save file) :
- in my futur game (towerbot), I need to save our player and party caracteristics in a file.

If a player download and install, first, the "lite version", will the folder of the "saving" file have the name of the lite version (for exemple towerbot_lite/save.txt) ?
I don't want he had to restart all the levels he has finished in the demo version, if the player buy the complete version.

So I would like to know how I can use the saving file or (savefile directory) of the lite version, if he has previously installed the lite version ?

(I don't know if I'm clear ^^)

Thank you for your answer.

http://www.dracaena-studio.com
Van B
Moderator
23
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 5th May 2014 17:13
In iOS, it'll go by the app name, in Android it'll go by the APK name, and in Windows it'll go by the app name.

Really, you'd have to keep the name the same to have a seamless transition across all versions and platforms. Not ideal I know, might not even be possible. You will have to keep the Lite version separate, if you go with a lite version. I mean - why not have the full thing as an IAP, like people download it, and if they want the full game they unlock it through an IAP. Plus, this means rather than having a somewhat depressing 'Lite' version - you just have a single app that you list on stores as free. When someone runs your app, you check to see if they have bought the unlock. So - anyone reinstalling a device just has to grab your app and it'll synchronize by itself into the full version.

I am the one who knocks...
Digital Awakening
AGK Developer
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 5th May 2014 19:01
IAP is the way to go these days, lite/demo versions are not as common as they used to be. You can still release 2 versions, just have a free one with IAP and a paid version.

Naphier
15
Years of Service
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 6th May 2014 05:45
We've had far more folks upgrade to an ad-free version of Wordspionage than have directly downloaded the paid app. Many articles I've read suggest that you go with 2 versions... I'm not sure if it is worth it. I think using an "unlock" method is probably the best and easiest. Since AppGameKit doesn't yet have a command query the google account that is associated with the device then you have to get a little creative with your unlock file so that it is less hackable. I'd suggest storing the unlock code in a file with as much other data as you can include and encrypt the file.
If the user uninstalls the game then the purchase can be restored very easily. On iOS you archaically have to put in a button that will do it... On Android you just setup the IAP products like normal, wait a second and then query the product to see if it was unlocked. Users can also try to repurchase managed IAP like these and it will unlock. If you're concerned about hackability you could encode an expiration on your encypted key file that considers it null after a certain time has passed and the app has not connected to Google Play.

Blendman
12
Years of Service
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Joined: 17th Feb 2014
Location: Arkeos
Posted: 6th May 2014 16:19
Thank you for your answers.

I don't know how to use IAP ^^.
Create a free and a complete (paid) version is easy.
Is there an AppGameKit example of an IAP application somewhere ?

I have seen here :
https://developer.thegamecreators.com/android/create_apk.php

That : "The generated APK will not currently work with In App Purchasing or Push Notifications for Android (otherwise known as Google Cloud Messaging)."

But I'm using this online tool to convert my game for googleplay.

http://www.dracaena-studio.com
Naphier
15
Years of Service
User Offline
Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 6th May 2014 20:20
You'll need to set up Eclipse for IAP.
See my new guide here:
http://forum.thegamecreators.com/?m=forum_view&t=210961&b=46
The guide also includes how to fix multiple things with AppGameKit on Android.
To actually set up the IAP in a Tier 1 program you should look at the online help for AGK
http://www.appgamekit.com/documentation/Reference/Extras/InAppPurchaseSetup.htm

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