Cavern Drake - First In-App Purchase Enabled App - Ready for Sale (FREE)

Somebody just pointed out a potential memory leak in my BeebeGames class, which I think has something to do with some of the crashes. I fixed the code, as well as a few other things. I will add a couple more things, and then package an update soon… thanks a lot for all your help everyone :slight_smile:

And I apologize for the bugs… [import]uid: 7849 topic_id: 5057 reply_id: 16732[/import]

What was the leak you patched? [import]uid: 12108 topic_id: 5057 reply_id: 16734[/import]

Read this reply by samlotti:

http://developer.anscamobile.com/code/beebegames-class#comment-16726

And my fix:

http://developer.anscamobile.com/code/beebegames-class#comment-16731

So far, my fix seems to address the issue, but I need to do further testing to make sure. Read the second link I gave you and modify your beebegames.lua file if you’re using it ( to get it before I release a version 1.8 ) [import]uid: 7849 topic_id: 5057 reply_id: 16736[/import]

Version 1.0.1 submitted today, addresses unnecessary crashing, makes two of the premium items free, and a few other things…

Hopefully will be approved in 4-7 days… [import]uid: 7849 topic_id: 5057 reply_id: 16844[/import]

Good job guys,

I am nearing completion of my first Corona game (first mobile app actually) and am currently contemplating whether to go with a ‘Lite’ version and a ‘Full’ version separately, or using IAP.

I would most like to use IAP for a number of reasons, so I’m kinda holding out for the next Corona build - however, Carlos are you able to confirm that there will be some solid documentation around how to use IAP with Corona?

In particular, how does your app know and/or retain the knowledge about which IAP transactions the user has made, even across their other devices? For example, if last week the user had purchased an extra level, how can the app always know that this has happened when it starts up?

Jon and Biffy, I’m guessing that you guys have already nutted all that out, so if you have any info or links to documentation around how you implemented it, that would be really fantastic… [import]uid: 9428 topic_id: 5057 reply_id: 17891[/import]

I purchased one of Cavern Drake’s IAP’s on my iTouch and it retains what I purchased just fine.

I believe it ties it to my iTunes account because I had to login to verify the purchase just like purchasing a regular App via iTunes…

Very cool —

Just my $.02. [import]uid: 10965 topic_id: 5057 reply_id: 17919[/import]

Cool.

I’m most interested in what I’d need to do as a developer in my app to detect which IAPs the user has done at a code level.

Do you set some config setting in the app’s documents folder or do you get your app to remote to the app store each time its launched to find out what purchases apply to it (then what happens if the user has no internet access at the time)?

Its very interesting stuff… keen to learn as much as I can about it - I’ve already read all the Apple docs, but am hoping that there will be a very Corona specific guide available when it comes out.

Cheers
Cel. [import]uid: 9428 topic_id: 5057 reply_id: 17990[/import]

Hey, I was just wondering what software you used to design your graphics? [import]uid: 25897 topic_id: 5057 reply_id: 18151[/import]

We use Photoshop CS5 and a Wacom Cintiq tablet for pretty much all of our graphics.

I did graphics for the main character in this game, and some of the menus. Biffy did the rest of the characters, backgrounds, environments, etc. [import]uid: 7849 topic_id: 5057 reply_id: 18165[/import]

Ok, thanks for the info. [import]uid: 25897 topic_id: 5057 reply_id: 18166[/import]

Version 1.5.0 is now available – please go update now!


This update addresses many bug fixes, provides two more FREE characters, makes a couple of the premium items available for free, and best of all, makes gameplay more fun by switching to 100% tilt-based movement, unlimited firing (as fast as you can tap!), and more.

So if you already have Cavern Drake, please update immediately! Otherwise, you can download it for free from the App Store ?

P.S. Please leave a rating/review for this version when you get a moment! Thanks for all your support and initial feedback everyone, it’s much appreciated. [import]uid: 7849 topic_id: 5057 reply_id: 18439[/import]

The tilt controls aren’t working right for me.

While the auto calibration is a great idea in theory I don’t think it works all that well in practice. You’d be much better off “borrowing” the way Tilt to Live supports different orientations.

As it stands, the game is unplayable if I’m laying in bed holding the phone in front of me. The drake can go up, but doesn’t come down, no matter which way I tilt the phone.

Hopefully it’s a quick fix. [import]uid: 10835 topic_id: 5057 reply_id: 18442[/import]

@IgnacioIturra: I’ve noticed quite a few tilt games don’t work right while laying down in bed, especially facing upwards (even ones where you can calibrate).

The game works best if sitting up looking down, or holding the device diagonal as you would a playstation remote or other handheld. At least two of the Tilt-to-Live configurations work well, granted you remain in that position during the round.

Will most-likely be adding re-calibrate options to the pause screen in the next update. [import]uid: 7849 topic_id: 5057 reply_id: 18445[/import]

Tilt controls worked great for me. Big improvement IMO. I’ve haven’t tried it in the tub yet tho, so I’ll let you know ;).
Nice work. [import]uid: 7587 topic_id: 5057 reply_id: 18447[/import]

Updating now, looking forward to testing the tilt controls :slight_smile:

// Ed. [import]uid: 7143 topic_id: 5057 reply_id: 18511[/import]

Cavern Drake is crashing on me immediately on startup. I see the splash screen for a few seconds and then nothing - just get dumped back at the home screen.

Rebooted after install, no other applications running, same issue.

iPod Touch 2nd Generation
iOS 4.2.1
I’m gonna guess I just don’t have enough RAM?
EDIT: Not just Cavern Drake, the same thing seems to happen with Bubble Ball, Eggroll Lite, and Tilt Monster.

Ah well, I need a new ipod anyway… [import]uid: 27215 topic_id: 5057 reply_id: 18807[/import]

Great work. I have a newbie question about in app purchase. If a user purchased items, then uninstall the app. When the user re-install, are the purchased items lost? How can they be restored? Thanks. [import]uid: 8745 topic_id: 5057 reply_id: 26515[/import]

@tuxzilla: You have a few options if a user uninstalls/re-installs your app (or installs it brand new on a different device).

The simplest method is do nothing. If they go to purchase the item, it’ll say they’ve already purchased, and will ask if they want to download it for free. When they tap “yes”, your app treats it as if it’s a new purchase, though they are not charged again.

The more complicated method is to use the api to check what items they purchased upon the first time they launch the app. I find that the first method is easier, just be sure to put some kind of notice in your app letting them know that if they already purchased the item, they won’t get charged again.

Hope that helps! Good luck :slight_smile: [import]uid: 7849 topic_id: 5057 reply_id: 26523[/import]

Thanks, it is very helpful. [import]uid: 8745 topic_id: 5057 reply_id: 26533[/import]