GameKit/In App Purchase

Just wanted to let you all know I have gotten all your email notifications but I have been bombarded with other pointy hair managerial stuff so just in case I didn’t reply promptly, I did get your email and we will touch base as soon as we have something brewing :wink:

Thanks

Carlos [import]uid: 24 topic_id: 475 reply_id: 7505[/import]

Carlos, just take into account that there is a huge mass of developers (>14900) that rely on Corona and didn’t send an email for IAP testing, despite their vivid interest on the feature, because they are still in their first steps with the SDK and don’t have a testbed-app ready. :wink:

Regards [import]uid: 7356 topic_id: 475 reply_id: 7557[/import]

@Magenda great point but also Carlos let me point out that there’s still a workaround for IAP albeit not ideal. That is to submit 2 versions of the app (Free and Paid). I think apple is currently frowning on that approach which is probably the primary drive for this highly demanded feature. [import]uid: 6769 topic_id: 475 reply_id: 7639[/import]

Some data about why anyone would want in-app purchasing:

http://blog.flurry.com/bid/48418/Madison-Avenue-and-the-Land-of-Make-Believe
[import]uid: 1560 topic_id: 475 reply_id: 7789[/import]

http://www.pocketgamer.biz/r/PG.Biz/Papaya+Social+SDK/news.asp?c=24408

Some movement on the Android front [import]uid: 8192 topic_id: 475 reply_id: 8412[/import]

@carlos. Any news on this feature?

PS great article on the blog. :slight_smile: [import]uid: 8192 topic_id: 475 reply_id: 8904[/import]

Just to add my voice to the crowd:

We were nearly about to settle on Corona when we found out that In-App purchase is not available. Our application concept is very dependent on the In-App purchase functionality. Now we’re on the fence again and considering investing our time in Cocos2D instead.

On a related note, I really think Ansca Mobile should get in touch with the guys over at Urban Airship. You have very complimentary products, and I think it would be a huge selling point (for both of you) if Corona applications can seamlessly integrate the Urban Airship notification, inbox, and In-app purchase features. [import]uid: 10488 topic_id: 475 reply_id: 9064[/import]

I don’t know if Urban Airship StoreFront works well in practice, but I would happily give 0.05$ (around 10% of my net profit, after apple and taxes) for each 0.99$ in-app-purchase, to have this feature without technical burdens, if Ansca could talk internally to their API and simplify the whole process for me.

http://urbanairship.com/products/in-app-purchase/ [import]uid: 7356 topic_id: 475 reply_id: 9067[/import]

Hello,

Any updates on in-app purchase?

Or on a different note, where can we check a roadmap, to see when the next build will come out, because at the moment, also the openfeint archievements seem to crash…

Thanks.
Alex [import]uid: 4572 topic_id: 475 reply_id: 9893[/import]

The roadmap was an awesome communication tool that seem to have been dropped after the Releases in September. It’s unfortunate since it puts a lot of developer at ease.

Any way we can have it back? Don’t want another GameSalad move. [import]uid: 8192 topic_id: 475 reply_id: 9896[/import]

Looks like urban airship may not be a bad play. They announced that they just received more funding today.
[import]uid: 7101 topic_id: 475 reply_id: 10002[/import]

Only problem with that solution if you are looking to implement with Corona, is that Urban Airship requires adding frameworks to your build/project spec. I am not sure about this but it is my understanding that the build is controlled by a Corona application (not XCode) so you can’t tweak the build settings. Please correct me if I am wrong here. If there is a way to change the build spec either via a generic makefile managed by Corona or other system please let me know.
[import]uid: 6769 topic_id: 475 reply_id: 10006[/import]

I believe that’s correct @josgraha. My comment was really for the Corona team. They would have to decide to build in support for Urban Airship and then provide us with an API. Urban Airship is just an option. Using Urban Airship isn’t a requirement in my mind. Most important for me is to have the ability to have the feature itself. We need to include in-app purchases for the application we’re building. I’m hoping the Corona team can provide something sooner than later. We’re hoping to release our app at the end of January and we’re hoping in app purchases will be a big part of it. [import]uid: 7101 topic_id: 475 reply_id: 10023[/import]

http://www.macrumors.com/2010/11/11/freemium-iphone-apps-growing-as-successful-business-model/

"A look at the top-grossing iPhone apps today finds 34 of the top 100 apps are free, but make their money through in-app purchases of mostly virtual currencies as well as other premium features.

Remco van den Elzen, CEO of analytics firm Distimo, said he believes in-app purchases now represent about 30 percent of all iPhone App Store revenue. " [import]uid: 7356 topic_id: 475 reply_id: 10801[/import]

What’s the latest on this Carlos? :slight_smile:

// red. [import]uid: 7143 topic_id: 475 reply_id: 10847[/import]

They also make a fair bit of their money through advertisement. More than $100 a day is not unheard of for the more popular apps.

I think Corona doesn’t support adds (not really sure), but I think it’s even more important than in App Purchase if you go the free route. [import]uid: 10835 topic_id: 475 reply_id: 10860[/import]

No way ads are more important than in-app purchases…

IAP integrates nicely with the game, ads are mostly annoying. [import]uid: 8145 topic_id: 475 reply_id: 10861[/import]

Exactly, they’re supposed to be annoying. You can have a full featured free version of your game purely add supported. If people find adds annoying they can buy the full version. It gives people a choice, it gives your app more awareness since more people can try it first, and it gives you additional revenue streams.

Adds can work with pretty much any existing app or game, which is not really the case with IAP, since the game needs to be built from the ground up to support them. [import]uid: 10835 topic_id: 475 reply_id: 10863[/import]

I notice that a lot of free games/apps with ads get bad reviews because the ads get in the way of gameplay or obstruct view in an already limited screen space. I know there are ways to elegantly place ads that don’t interfere, but that may lead to fewer click-throughs, hence defeating the purpose of ads in the first place.

IAP, on the other hand, still puts your game in users hands free-of-charge with no obstructions, no annoyances, and an OPTION to purchase upgrades, subscriptions, whatever. With ads, the ONLY option for a hassle-free experience is to buy the ad-less version. People really appreciate having more options - having none angers people.

If ads were the only option for us, I would choose NOT to use it because I’d rather have a lot of people keeping a free version of my game on their iPhone rather than having them DELETE an annoying ad-based version. Remember, 6 months from now you may release a new feature that a lot of people may be willing to purchase. If they’ve deleted your ad-based game, the chances of them hearing about this new feature and re-downloading is pretty slim.

The bottom line - do whatever you can to keep your game or app on users iPhones!

Just my $.02 :slight_smile:

Dave [import]uid: 8194 topic_id: 475 reply_id: 10865[/import]

I’ve never tapped on ads in a game/app. On the other hand, I would be very willing to give 10$ with IAP for extra features in my favorite apps.

Ads = The Google paradigm (works best inside information-rich content -e.g. informative webpages and niche apps)

Pay On Demand = The Apple paradigm (works best inside addiction/excitement/pleasure generators -e.g. rich-content delivery channels, social networks and games) [import]uid: 7356 topic_id: 475 reply_id: 10869[/import]