Discussion Forums  >  Plugins, Customizing, Source Code

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GraciousWolf_PE
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10/13/12 12:32 AM (13 years ago)

In-App Purchases - PDF Files

Hey everyone! So I got a basic start-up on my 2nd prospective app! Similar to my first app, I'm planning on incorporating 200 games within the plug-in. However, I want to approach it differently by incorporating in-app purchases. My previous app had all 200 games (PDF files) for $1.99. What I'd like to do for this app is give the user access to 100 games and price my app at $0.99. I'd like to make the other 100 games accessible if users choose to spend the extra $0.99 as an in-app purchase. Any "how-to" guides or any information as to how I would go about this? Just looking for some info to make sure this is feasible. Thank you! Nicholas
 
Absentia
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10/13/12 12:56 AM (13 years ago)
I haven't been able to find any tutorials that I could successfully follow, but it's something I'm really interested in figuring out. I know it's a rather tricky process. I'm subscribing to this thread to see if any good tutorials pop up
 
Sandeep
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10/13/12 01:07 AM (13 years ago)
I too am subscribing this thread as i would too like to know about how to do this.
 
Mr stuck
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10/13/12 10:14 AM (13 years ago)
Me three! Always good to have this kind of info available for when its needed. Plan on getting a mac after Christmas to start making ios apps. Any android tutorial will be welcome also.
 
Absentia
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10/13/12 12:11 PM (13 years ago)
I've been messing around with a few tutorials for the last couple of hours - zero success as usual. It is a a VERY confusing process for somebody with limited coding knowledge. I did come across this - http://blog.parse.com/2012/07/24/in-app-purchase/ Is anybody familiar with using Parse for push notifications? Do they take a cut of each purchase? I'm going to try implementing it...I'll let you guys know how it goes
 
GraciousWolf_PE
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10/13/12 04:14 PM (13 years ago)
Hmm... seems interesting. The code can be the issue. Not sure if there may ever be a plugin to facilitate in-app purchases, but I'm sure this type of information could be helpful for those individuals with limited coding knowledge, as previously mentioned. Let us know how it goes! Very much interested in the development of this endeavor! Good luck. Nicholas
 
DryFrog
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10/13/12 05:27 PM (13 years ago)
Hello everyone. Subscribing this to stay informed. Dry Frog
 
Absentia
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10/13/12 07:28 PM (13 years ago)
I am trying to make an in app purchases that deactivates ads. I use RevMob for ads so I make the purchase block look like this - [PFPurchase addObserverForProduct:@"com.jonathanbrake.1D.noads" block:^(SKPaymentTransaction *transaction) { [self hideProgress]; [RevMobAds deactivateBannerAd]; isPro = YES; an then after the app is launched it would check before launching ads like this - if (isPro) { nil; } else { [RevMobAds showBannerAd]; } The code I use to call the purchase block looks like this - [self showProgress]; [PFPurchase buyProduct:@"com.jonathanbrake.1D.noads" block:^(NSError *error) { if (!error) { //Error message } So does anything look wrong with that code? When I press the button to activate the purchase everything seems to work fine. The loading animation (triggered by "show progress") pops up and then the screen pops up asking if I would like to purchase. The only thing is...when I actually make the purchase, the code for the purchase does not run. i.e. the banner ad is not deactivated and the loading animation continues to be shown. Just don't seem to be getting it
 
Tony @ Buzztouch
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10/13/12 09:12 PM (13 years ago)
That plugin is coming soon. Trust me I know.
 

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