thanks @RedCubeGame, but i believe thats the old way we used to do IAP's. I get totally lost in the Guru's newer video. And I don't really follow whats going on in Armelline template.
It's not too complicated. You add the IAP ID to the new purchase table and watch for the value in column five to change to purchased. Once it changes you save the item's condition.
Apple have a habit of rejecting games that use IAP and don't provide responsive buttons (i.e. buttons that change their image/text when pressed). Apple's test environment is slow, and they'll interpret a slow response from the server as a non-functioning button. This is why I made the more complicated template that provides these responses.
All that said, Apple reviewers are not all alike. If you get rejected, just submit again. In most cases of people being rejected the first time, they were accepted the second. So if you get rejected with the reason being non-functioning IAP buttons, just resubmit.
I have a app that is live on GooglePlay, when i press my purchase button it just say dev cant buy(or something) and thats okey......but when my friends try hit that button absolut nothing happens, its like there is no code in the button.
What can be wrong here? @Armelline
@Armelline said:
What method did you use for your IAP, the basic method or the full-feedback method?
basic
Post some screen shots of your logic and we can take a look.
@mhedges said:
Reviving this thread. Is there a recent written tutorial as opposed to a video around somewhere?
There's some information in the cookbook, but other than that my template is probably the closest to a written tutorial. There's very extensive notes in it, and even if a lot is not relevant to the basic method, a lot still is.
Comments
This should help!
http://forums.gamesalad.com/discussion/57314/in-app-purchase-video-series
thanks @RedCubeGame, but i believe thats the old way we used to do IAP's. I get totally lost in the Guru's newer video. And I don't really follow whats going on in Armelline template.
wow, help around here has really died off, guess it really is time to move on to another game engine.
Wouldn't say that. @Armelline has a good IAP template in one of his threads. You should check there. It's up to date as far as I know.
thanks @Braydon_SFX , I'll try working though it again.
It's not too complicated. You add the IAP ID to the new purchase table and watch for the value in column five to change to purchased. Once it changes you save the item's condition.
Thanks Guru.
Apple have a habit of rejecting games that use IAP and don't provide responsive buttons (i.e. buttons that change their image/text when pressed). Apple's test environment is slow, and they'll interpret a slow response from the server as a non-functioning button. This is why I made the more complicated template that provides these responses.
All that said, Apple reviewers are not all alike. If you get rejected, just submit again. In most cases of people being rejected the first time, they were accepted the second. So if you get rejected with the reason being non-functioning IAP buttons, just resubmit.
@Armelline thanks for the feedback. I just have to do it and see what happens.
I have a app that is live on GooglePlay, when i press my purchase button it just say dev cant buy(or something) and thats okey......but when my friends try hit that button absolut nothing happens, its like there is no code in the button.
What can be wrong here? @Armelline
Anybody else have this problem now days? have checked all over & over again but maybe misses something. or is there somewhat a bug
What method did you use for your IAP, the basic method or the full-feedback method?
basic
Reviving this thread. Is there a recent written tutorial as opposed to a video around somewhere?
Post some screen shots of your logic and we can take a look.
There's some information in the cookbook, but other than that my template is probably the closest to a written tutorial. There's very extensive notes in it, and even if a lot is not relevant to the basic method, a lot still is.