Mo: simply open up itunes link in the web view. It will redirect to itunes automatically. [import]uid: 109453 topic_id: 25797 reply_id: 133817[/import]
Hi krystian6
WOW that was fast! As always THANK YOU!
I search further and I also found this (from the always amazing Peach!)
[lua]local function openIt()
system.openURL(“http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=479147093&mt=8”)
end[/lua]
This suppose to go straight to store without going to the safari first.
Thanks again.
Mo
http://developer.coronalabs.com/forum/2011/12/08/opening-app-store-within-app-ie-buy-full-game-demo [import]uid: 100814 topic_id: 25797 reply_id: 133818[/import]
By the way unfortunately I had to remove all my Revmob code my upcoming app. I am traveling this week (with no access to a Mac) so I had to sent to Apple my app this past weekend. While doing a last minutes check with my beta testers, some of them (not all) had the app crash on them. It was my fault since i did not do a beta tester for a long time. Anyway, I removed the monetization code (Revmob) and my app starting running ok with all the beta testers.
I am pretty confident that the issue was not Revmob code but my own implementation. It was very convoluted code because I wanted to not launch Revmob full screen if:
- the first time the app is launched
- if the app was suspend while a game was in progress
- only show after 3 games and launched from another module than main.lua
- was using a enterFrame to have the wait window (for ad) :toFront
It was real a mess but then I heard that Apple was closed on December, and i panicked! I am traveling a lot for business and only have a work PC laptop. So build (I should try that web mac thing!) After removing my monetization code and making sure the app run on all devices (iphone and ipad) I shipped to Apple on Sunday and have been waiting for approval.
Still i am pissed because I was hoping to release my app for free with Revmob but i could not in good conscience release a buggy (my fault) app.
In any event, I am working at simplifying my implementation of Revmob. So far here how I am approaching this>
1- I have a separate module called adScreen.lua (director) with only a graphic saying “please wait” and where I call: RevMob.showFullscreen(revmobListener)
2- I have a timer that will leave that module and go back to the menuScreen.lua after 10 seconds so if the ad is not shown the app goes back to the main menu
3- If the ad show up, the revmobListener function (in main.lua) would get called and the app will go back to the main menu (same if the ad is closed) using director:changeScene(“menuScreen”)
4- in the main.lua also check for app suspend and resume and go to the adScreen.lua every time the app start or resume.
I did some test (on my PC) and it seems to work ok. I will need to double on the real device but that will need to wait until this weekend since I am currently traveling. With a little luck (my beta testers probably hate me know since they have been asked to beta test 3 versions this past weekend!) I MAY be able to send the free app for Apple approval before they close. But that does not happen, at least I will have the paid app in. In that case, in January I will be releasing the free app and people then will have a choice. I was in the impression that approval time was almost 2 weeks but according to a site that look at Twitter feed the approval is about 7 days so MAYBE!
Hey stuff happen, what can you do?
Thanks for reading my rambling!
Mo [import]uid: 100814 topic_id: 25797 reply_id: 133821[/import]
I’m wondering, if the assets are still used?
I mean the close button?
I have a flat structure of files in my game and I used to modify revmob.lua not to use directories to access the close button, but now I can’t see anything like that.
However it still works… so I’m wondering if this file is still used?
Also…
would you mind changing the log function to something less obvious, like revMobLog?
Another thing I have to change every update as I use a custom logger with the same name. [import]uid: 109453 topic_id: 25797 reply_id: 133636[/import]
I recently installed a button on my app that directed users to the paid version. APPLE DENIED IT. Said it has to be done through In App Purchase. Pisses me off because I see so many apps that have this button. Guess I got the asshole reviewer that day so be careful. [import]uid: 75779 topic_id: 25797 reply_id: 133849[/import]
rmckee282002: thanks for sharing this info!
This is helpful and shows [again] how stupid the app review can be.
Crap… I don’t want to add the in app purchase, I just wanted to have the button there to download the full version. [import]uid: 109453 topic_id: 25797 reply_id: 133850[/import]
@rm: this is really stupid. i just had my app approved, and i have a button that links to the paid version. [import]uid: 90610 topic_id: 25797 reply_id: 133853[/import]
Haha I know, many people have, that’s where I got the idea to put the “no ads” button on title screen. What’s interesting is at first it was denied for something else, I appealed it and won but then it was denied after I won for the “no ads” button. It’s like they were trying to find something to deny me lol [import]uid: 75779 topic_id: 25797 reply_id: 133856[/import]
Yes THANKS for the tip about the buy button, I did not know about that. And it is stupid. In-app is not that easy to implement and with all the testing involved, that the last thing I want to do before the Christmas cutoff day.
Thanks for the warning. Saved me a lot of time since I was just going to add a buy button and call it a day…
Mo [import]uid: 100814 topic_id: 25797 reply_id: 133877[/import]
@Revmob, all
Is it possible to use adLink to launch a specific app on the app store? If not then anybody knows how to go to a specific app on on app store. Why? Say I want to have a button on a free app that point to the paid version. How can I do that?
Thanks a lot for any suggestions.
Mo [import]uid: 100814 topic_id: 25797 reply_id: 133813[/import]
- deleted - double post [import]uid: 100814 topic_id: 25797 reply_id: 133814[/import]
Mo: simply open up itunes link in the web view. It will redirect to itunes automatically. [import]uid: 109453 topic_id: 25797 reply_id: 133817[/import]
Hi krystian6
WOW that was fast! As always THANK YOU!
I search further and I also found this (from the always amazing Peach!)
[lua]local function openIt()
system.openURL(“http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=479147093&mt=8”)
end[/lua]
This suppose to go straight to store without going to the safari first.
Thanks again.
Mo
http://developer.coronalabs.com/forum/2011/12/08/opening-app-store-within-app-ie-buy-full-game-demo [import]uid: 100814 topic_id: 25797 reply_id: 133818[/import]
By the way unfortunately I had to remove all my Revmob code my upcoming app. I am traveling this week (with no access to a Mac) so I had to sent to Apple my app this past weekend. While doing a last minutes check with my beta testers, some of them (not all) had the app crash on them. It was my fault since i did not do a beta tester for a long time. Anyway, I removed the monetization code (Revmob) and my app starting running ok with all the beta testers.
I am pretty confident that the issue was not Revmob code but my own implementation. It was very convoluted code because I wanted to not launch Revmob full screen if:
- the first time the app is launched
- if the app was suspend while a game was in progress
- only show after 3 games and launched from another module than main.lua
- was using a enterFrame to have the wait window (for ad) :toFront
It was real a mess but then I heard that Apple was closed on December, and i panicked! I am traveling a lot for business and only have a work PC laptop. So build (I should try that web mac thing!) After removing my monetization code and making sure the app run on all devices (iphone and ipad) I shipped to Apple on Sunday and have been waiting for approval.
Still i am pissed because I was hoping to release my app for free with Revmob but i could not in good conscience release a buggy (my fault) app.
In any event, I am working at simplifying my implementation of Revmob. So far here how I am approaching this>
1- I have a separate module called adScreen.lua (director) with only a graphic saying “please wait” and where I call: RevMob.showFullscreen(revmobListener)
2- I have a timer that will leave that module and go back to the menuScreen.lua after 10 seconds so if the ad is not shown the app goes back to the main menu
3- If the ad show up, the revmobListener function (in main.lua) would get called and the app will go back to the main menu (same if the ad is closed) using director:changeScene(“menuScreen”)
4- in the main.lua also check for app suspend and resume and go to the adScreen.lua every time the app start or resume.
I did some test (on my PC) and it seems to work ok. I will need to double on the real device but that will need to wait until this weekend since I am currently traveling. With a little luck (my beta testers probably hate me know since they have been asked to beta test 3 versions this past weekend!) I MAY be able to send the free app for Apple approval before they close. But that does not happen, at least I will have the paid app in. In that case, in January I will be releasing the free app and people then will have a choice. I was in the impression that approval time was almost 2 weeks but according to a site that look at Twitter feed the approval is about 7 days so MAYBE!
Hey stuff happen, what can you do?
Thanks for reading my rambling!
Mo [import]uid: 100814 topic_id: 25797 reply_id: 133821[/import]
I recently installed a button on my app that directed users to the paid version. APPLE DENIED IT. Said it has to be done through In App Purchase. Pisses me off because I see so many apps that have this button. Guess I got the asshole reviewer that day so be careful. [import]uid: 75779 topic_id: 25797 reply_id: 133849[/import]
rmckee282002: thanks for sharing this info!
This is helpful and shows [again] how stupid the app review can be.
Crap… I don’t want to add the in app purchase, I just wanted to have the button there to download the full version. [import]uid: 109453 topic_id: 25797 reply_id: 133850[/import]
@rm: this is really stupid. i just had my app approved, and i have a button that links to the paid version. [import]uid: 90610 topic_id: 25797 reply_id: 133853[/import]
Haha I know, many people have, that’s where I got the idea to put the “no ads” button on title screen. What’s interesting is at first it was denied for something else, I appealed it and won but then it was denied after I won for the “no ads” button. It’s like they were trying to find something to deny me lol [import]uid: 75779 topic_id: 25797 reply_id: 133856[/import]
Yes THANKS for the tip about the buy button, I did not know about that. And it is stupid. In-app is not that easy to implement and with all the testing involved, that the last thing I want to do before the Christmas cutoff day.
Thanks for the warning. Saved me a lot of time since I was just going to add a buy button and call it a day…
Mo [import]uid: 100814 topic_id: 25797 reply_id: 133877[/import]
Hello guys.
I need some suggestions! As I said earlier I had to unfortunately remove all Revmob code (not because of Revmob but my own inadequate code to implement the way I wanted) So I made my first app paid and it is waiting in review.
In the meantime I worked on figuring the problems with my Revmob powered app (free) and I think i found a better way to implement it. It seems to work ok (at least the little tests I have done)
My question:
A: Should I release both the Revmob (free) and the paid one at the same time before the Apple cuttoff date of 12/21/2012? (assuming I can get Apple to accept my Revmob version in time) and then compare data on which one did well over the holidays (I will assume the free one!)
B: Release the paid version now and then wait until Apple opens up again in December 28th and release the free version (Revmob)? That way I “could” get a boost because the app will also be available free.
Any suggestions will be greatly useful since I have no idea how the Holidays affect people behavior in term of app buying. I will think they will be less reticent to get an paid app during that time but that just a hunch. Are people more likely to get a paid app than other time of the year?
Thanks a lot.
Mo [import]uid: 100814 topic_id: 25797 reply_id: 134565[/import]