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AppGameKit Classic Chat / In App purchasing?

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Scraggle
Moderator
21
Years of Service
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 3rd Jun 2015 22:01 Edited at: 4th Jun 2015 17:54
Hi,

I would like to add some in app purchasing to my app but I have a few questions:

1. Once I understand how everything works, is there a way to test that it is working without first having to upload the app?

2. I can't find any In App commands that determine the cost of the IAP or the quantity of any consumable purchases. Am I missing something or is this done outside of the app in the Android & iOS developer sites?

3. I am using bitmap fonts to display all of my text. Does that mean that I need to create one for every possible currency symbol?

4. If yes to #3, then what happens if I miss one? Its bound to happen - there's a lot!

5. Should I manage the quantity of consumable IAPs within my code or is that held online?

6. If it is held online then I obviously also need to manage it locally so that the player can still play offline but how do I sync them later?

I will probably have more questions later when I have given it more thought and started trying to implement it but that will do for now.

Thanks

AGK V2 user - Tier 1 (mostly)
Scraggle
Moderator
21
Years of Service
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 5th Jun 2015 13:19
7. How do I 'get' the cost of each item. As I understand it, I would set a cost for IAP from iOS/Android set price bands. But then how do I retrieve those prices to display to the user? Obviously they can't be hard coded because the prices can and will change.

Note: Please don't choose not to answer if you can't answer all the questions. Any help will be gratefully received, so if you only know one answer that would be a great help.

Thanks

AGK V2 user - Tier 1 (mostly)
JohnnyMeek
11
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Joined: 23rd Apr 2013
Location: Slovenia
Posted: 5th Jun 2015 16:34
It's functionality that is currently missing from AGK. So for now you have to hard code the prices.

When the user presses the buy button, the actual price is displayed via ios/google.
Scraggle
Moderator
21
Years of Service
User Offline
Joined: 10th Jul 2003
Location: Yorkshire
Posted: 7th Jun 2015 15:21
Thanks for the reply. I presume that is an answer to #7.

That's very disappointing!

I've been structuring my game around IAP but if we can't 'get' the prices then it really makes all of the IAP commands redundant. We can't possibly hard code the prices for every possible currency out there.

AGK V2 user - Tier 1 (mostly)
Wilf
Valued Member
18
Years of Service
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Joined: 1st Jun 2006
Location: Gone to Unity.
Posted: 8th Jun 2015 10:12
We do need this functionality.

Twitter: @itanican
Facebook: https://www.facebook.com/PushdownGame
Website: www.push-down.com
Paul Johnston
TGC Developer
21
Years of Service
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 8th Jun 2015 17:33
Currently there are no commands to get the price of an IAP item, I'll see if I can add them, I don't know if they will be localized or always in US dollars.

For consumable items you must keep track of how many times the user has bought an item as it is not tracked by Google or Apple.
Scraggle
Moderator
21
Years of Service
User Offline
Joined: 10th Jul 2003
Location: Yorkshire
Posted: 8th Jun 2015 17:45
Thanks for the reply Paul.
I'd be surprised if they (Google and Apple) didn't provide a localised price. I don't see how else it could work otherwise.

AGK V2 user - Tier 1 (mostly)

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