In-App Purchase Setup. Please Help!

@Naomi, what a wonderful person you are, OMG! :slight_smile:

So, YES, I totally agree with you about the “binary upload” as my app is already live.

I was few minutes ago, implementing/coding the FEATURE that will be available when the user PURCHASE it via the IAP to unlock it.

By the way, by now, looks like I got it! At least the FEATURE that will be available to IAP is working already. Phew…

Now I have to look into the IAP code and setup it using my own IAP ID (as by now I only have one product) and after that TEST it as we`ve agreed above by your last post and after that, SURELY I will report you here and probably ask some light again. :\

PS: After all I have yet to see how to code something to be able to know when the user buy the IAP and so UNLOCK the content for him and also record something somewhere in the app sandbox to read it when launch the app and if, for example, the value of it is 1 so load the LOCKED content elseif its 0 then keep loading the UNLOCKED content...WOW! Anyway, am going ahead and honestly, after 6 hours continuosly here coding only the feature for the IAP I can say that Ive learned so many things that I would not even know without all “these IAP problems”…hahaha
Thanks a TON!
Rodrigo. [import]uid: 89165 topic_id: 24147 reply_id: 98194[/import]

Hey, Rodrigo, glad to hear things are coming along nicely. Just a quick note about IAP. Apple side will only let your app know whether or not the user paid for your product. If you need to deliver some additional content upon purchase, you’ll have to deliver it to your user. In my case, my game already have the unlocked content in it, so all my game needs to know is whether or not the user paid, and my game handles the rest.

Best of luck!

Naomi [import]uid: 67217 topic_id: 24147 reply_id: 98313[/import]

@Naomi,

Thanks for the Apples Note about the transaction handling, Ive read about that too.

Please, explain better about it (your own IAP) because it looks like we have “the same” kind of IAP (regarding how it works) and if so, your invaluable help would become even better for me!:slight_smile:

Look, you said that your IAP feature comes into your game when delivered already UNLOCKED right? So, I presume that if you do it like that (and also it is how am doing it right now in my project too) and said also that you only “check” to see if the user really bought it or not and so you take determined action, and of course one of then is letting the user use the purchased content/feature of your app, right? So, my case looks like identical of yours, because my feature/content (that is just one more “screen”, .lua file, lets call it screen3.lua) goes also into the app already UNLOCKED, BUT what am trying to do right now is one another “screen”/.lua file, lets say: screen2.lua, that would be the screen showing the user that he can buy something there, the IAP button itself and after that, if him BUY, I would let so he uses the screen3.lua (that is the featured screen) and “hide” the called screen2.lua (because the user have bought already the IAP for being able to use the featured “screen3.lua”! OMG, sorry for all of this, but I really hope you “understand” what am trying to say you. If not, please, shout out on me! :slight_smile:
Thank you as usual Naomi!
Cheers,
Rodrigo. [import]uid: 89165 topic_id: 24147 reply_id: 98375[/import]

Hey, Rodrigo, I have 5 consumable items along with one non-consumable item (the non-consumable item being unlocking the premium level pack.) In my case, I started off with single, non-consumable item, but then later on, I added consumable items to my game (that come in the form of Powerups.)

When someone purchases any of the IAP items, I do launch a savePurchase function with a parameter. The parameter tells the function to handle the purchase differently.

In your case, since you have only one item for sale, I don’t think you need to worry about including the parameter. As soon as the IAP transaction.state returns “purchased”, you may just want your savePurchase function to set your flag to unlocked state. You may also want to save the state of your flag in persistent variable that can be retrieved after your app is closed and then launched again. So long as the flag shows the user has paid and unlocked, your app should allow access to the unlocked area.

I hope this helps.

Naomi [import]uid: 67217 topic_id: 24147 reply_id: 98382[/import]

@Naomi,
Exactly what I thought!

I`ll only have to learn how to code it at all. :S

Am going ahead btw. Without it I think am unable to test the IAP, even only for really testing purposes. :\
PS: Will keep you informed about how it goes btw.
Thank so much,
Rodrigo. [import]uid: 89165 topic_id: 24147 reply_id: 98383[/import]

You’re welcome, Rodrigo. Hope it will work out smoothly for you moving forward.

Cheers,
Naomi [import]uid: 67217 topic_id: 24147 reply_id: 98392[/import]

Hi everyone.

I want to implement In App Purchases on my app. I have a first screen with four levels, and I want to lock 3 of them and the users can buy them or buy a pack with all.

I make a new screen which contains all the purchase information I mean, the image of the second, third, four and the 3 package levels, and I want if the user click buy in each one, the respective level is unlocked.

but it returns #event.products as 0… so does that mean no products have been approved?
[import]uid: 96614 topic_id: 24147 reply_id: 112483[/import]