How to remove ads when someone purchase a consumable with IAP?

Hi guys,

I can see a lot of apps where as bonus for buy any consumables in the game, the developer removes all ads after the purchase. It is pretty easy to do I guess and all I need is change a flag in the game (showAds) when the consumable is purchased. BUT what happened if the player delete the app and reload it again? Since it was not a non-consumable item (since it was an internal change of a flag) the restore button has nothing to restore?! I am assuming the flag status could be saved (say with GGData module) but I will assume also that the flag status will be lost if the user delete the app no?

Of course if someone delete an app, it is more likely that it won’t be an issue since they want to move on to annother app and clean up their device. Still I will be interested to know if some of you had to deal with this “bonus” of removing the ads for any purchase of coins or gems.

Thanks.

Mo

If it’s something that needs to survive an app delete, you probably should not use a consumable for it.

You could set up two products for Remove Ads.  Both would be non-consumable, but you’d use them for different purposes.

One would be the normal product that you’d use when the player clicks a Remove Ads button within your app.  It’d cost, say, $1.

The other would be a special product that you’d use only when you’re rewarding the player for purchasing some other consumable product.  It would be free.  When the player initiates the action to buy the consumable that you want to reward them for, you’d pass both that product as well as the special remove ads product to store.purchase().

Make sense?

  • Andrew

Thank Rob, Andrew!

@Andrew: That’s a great tip. Would that produce two warnings when the player click on the consumables buy button. One showing the cost of the consumable that is being purchased and then another pop-up for the free “remove ads” non-consumable? That really look like a great solution.  I am using the great module from here:

http://developer.coronalabs.com/code/super-simple-iap-1-line

So I will need to see how your suggestion translate to use with that module since I am not using iap directly.

In any event, thank you so much for your instant response!

Mo

No problem Mo.

I haven’t tried it myself, but yes, I’d expect you’d get two IAP pops, one for each product.

  • Andrew

Cool! That should not be a very big deal :slight_smile:

Thanks Andrew.

Mo

If it’s something that needs to survive an app delete, you probably should not use a consumable for it.

You could set up two products for Remove Ads.  Both would be non-consumable, but you’d use them for different purposes.

One would be the normal product that you’d use when the player clicks a Remove Ads button within your app.  It’d cost, say, $1.

The other would be a special product that you’d use only when you’re rewarding the player for purchasing some other consumable product.  It would be free.  When the player initiates the action to buy the consumable that you want to reward them for, you’d pass both that product as well as the special remove ads product to store.purchase().

Make sense?

  • Andrew

Thank Rob, Andrew!

@Andrew: That’s a great tip. Would that produce two warnings when the player click on the consumables buy button. One showing the cost of the consumable that is being purchased and then another pop-up for the free “remove ads” non-consumable? That really look like a great solution.  I am using the great module from here:

http://developer.coronalabs.com/code/super-simple-iap-1-line

So I will need to see how your suggestion translate to use with that module since I am not using iap directly.

In any event, thank you so much for your instant response!

Mo

No problem Mo.

I haven’t tried it myself, but yes, I’d expect you’d get two IAP pops, one for each product.

  • Andrew

Cool! That should not be a very big deal :slight_smile:

Thanks Andrew.

Mo