Is it possible?

gawakamygawakamy Member Posts: 109
edited May 2012 in Working with GS (Mac)
Hi, GS dudes.
I am gonna make an IAP system such as "Bakery Story", "Diosa", "Metal Storm", or "Smurf".
It has a "Purchase Scene" and players can get coins and purchase some items.
eg. If a player purchased 100 coins with $0.99, the player can get an item as 20 coins. Then 80 coins left. And the left coins must be displayed on the screen somewhere.

Is this possible on GS? Or is it possible to make what only GS instruction mentioned?

Answers

  • ZoytZoyt Member Posts: 374
    Yes this is possible, but you need a pro membership. I don't have one yet, so I can't tell you how. But search YouTube for "GameSalad In-App Purchases".
  • GreenHavenGamesGreenHavenGames Member Posts: 62
    The pro webinar that Gamesalad did in January is an hour video, but it has all the details. Definatly worth a watch!


  • gawakamygawakamy Member Posts: 109
    @GreenHavenGames I already watched this video, but it does not mention about how to make displaying total coins.
  • GreenHavenGamesGreenHavenGames Member Posts: 62
    The attribute you are using to keep track if your coins is the key. Just use a display text attribute and put your coins attribute in. Just like you would for displaying a score.

    Let me know if I need to be more specific or show examples.
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    edited May 2012
    You just change your coin attribute in the iap, then when you buy an item change coins to coins-however much it costs. Only do that if coins is > then the item cost so you cant buy an item you dont have the coins for.

    Then you can just use display text like GreenHaven said or custom font to display the coin count.
  • gawakamygawakamy Member Posts: 109
    @GreenHavenGames Oh, you are right. I will try it. Thanks :)

    @JohnPapiomitis Thanks, John. I will try it too. :)
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    @gawakamy
    Just want to give you a little advice - freemium games (free to download, with additional things as in-app purchases) can give you a very good income (much better than standard, paid apps), but you have to spend some time on polishing your game. I know that this hint can be used in any game, but if player buy a game for a dollar, and doesn't like it - you will still have the dollar. If he download your game for free, and doesn't like it - he won't buy in-game stuff.
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