IAP localization (specific currency to specific country)

bazookaBenbazookaBen Member Posts: 318
edited March 2012 in Working with GS (Mac)
because GS doesn't have this function built-in, i'm scratching my head as to how to best show an in-app purchase item.

let's say we have:

item1 for 0.99 USD
item2 for 1.99 USD

when the user taps it, Apple's blue window will ask for 0.79 EUR and 1.59 EUR instead.
we can't list the items as 0.99, 1.99 without the currency tag, because it will be misleading.
if the game was coded in Obj-C, there would be localizations made for the currencies

any quick and dirty fixes around this?

my gut feeling is to still show USD, and maybe provide another menu for the user to calculate the exchange ( sort of like our very own pricing tier table ). A lot of work involved in this.

or we should still show in USD, and hope other users will not be scared of tapping it.

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    how do you know itunes doesnt correctly list it out for each market? I think most people that use iphones prob know what the different rates are for each tier.
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    I think he means showing the price in app.

    I don't think you should worry about putting the price in the app. Just list items 1 and 2, and when a user clicks on them, they will see the price (that you set in iTunes connect) that is appropriate for their region. They still have the opportunity to reject buying the item, so its not misleading (if that's your concern).
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    @LiquidGameworks I see, makes sense. No need to list in the app. Even if you do just list it at the US price. itunes should show the current local price when they click on it and they can always cancel.
  • bazookaBenbazookaBen Member Posts: 318
    thx, best way is still to go with a dollar currency and let users decide upon tapping the IAP item.
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