@lotte205 said: @Hopscotch Yes, it's probably difficult. Do you really have to have a registration where the user creates an account? It isn't possible to send the user data automatically when he/she logs into their Apple account to make IAP for example?
@jonmulcahy I tried the sql server connection today, but it didn't work. I think I need your test GS project, but when I download it it's only the Windows version. I changed the name to gameproj, but GS crashed. I opened it in Windows too, but it was too confusing. Do you have a working MAC version?
it is a mac version, i've never worked with the windows version. It's a .zip file, you have to extract it and it should open
@lotte205 said:
Do you really have to have a registration where the user creates an account? It isn't possible to send the user data automatically when he/she logs into their Apple account to make IAP for example?
Yes. You will need some way of identifying the user to send him/her their relevant data upon request. You do not have access to their Apple account, not a link between your back-end data and their Apple account.
@jonmulcahy Yes, it's unzipped, don't understand. I see all the folders and only test.gsproj file. And it opened in Windows computer but the network behaviours were disabled and the preview didn't work. I tried MAC and it gave an error can't open document file and when I changed it to gameproj it crashed.
@Hopscotch Thank you. But you can't somehow use it when the user logs in to their account to make an in app purchase? I'm asking, because I want to send/receive purchased item info to the server.
@lotte205 said: @jonmulcahy Yes, it's unzipped, don't understand. I see all the folders and only test.gsproj file. And it opened in Windows computer but the network behaviours were disabled and the preview didn't work. I tried MAC and it gave an error can't open document file and when I changed it to gameproj it crashed.
make sure you don't have safari automatically extracting files, sometimes that can cause it. If it's extracting, it should at least be all contained within a subfolder. You can drag that entire folder onto the GS app on a mac, or even rename the folder to have the extension.
@lotte205 said: @Hopscotch Thank you. But you can't somehow use it when the user logs in to their account to make an in app purchase? I'm asking, because I want to send/receive purchased item info to the server.
Nope, you do not have access to that. The user will need to create an account with your service so YOU can identify him/her on your backend system.
You need to store the users information, linked to some field identifying them. Using this field again to retrieve the info when they want to restore.
I think I am confusing this, let me try to explain. Sorry.
Lets say you have a 99 cent IAP in your game.
But, on itunes connect you have 2 IAPs.
1. Hints for 99 cents and is consumable.
2. Remove Ads "free" and is non consumable.
There is a price tier on Apple and Google that is Free.
The user can only purchase the 99 cent IAP. If this purchase is made, it comes back from Apple as "Purchased". If this is true, then trigger the Remove Ads IAP behind the scene removing the ads. This Non Consumable is now considered "purchased" in Apples database.
If the user does a Restore on a new device, it should check with Apple and see the remove ads has been purchased and then remove the ads on the device.
@crestwoodgames I tried that, but I couldn't get it to work behind scenes. It asked the user Do you want to get this item for free? And this is somewhat confusing when it costs 50 virtual coins and then the Apple dialogue box pops up and asks if you want it for free. But maybe I just don't know how to do it the right way.
@lotte205 This was my one concern, but most people would not mind removing the ads for free.
I had this same issue on a game I was playing a couple years ago. I think it was Subway Surfer. Had an IAP for 2x coin collection. It then removed the ads. Sure was nice.
@Hopscotch, @jonmulcahy: Is it possible to make 5 different coin bags as NON consumables? Imagine that 2.99 EUR converts into 1000 coins only one time. Then you can buy second coin bag for 4.99 EUR (it could be also for 2.99, does not matter). Advantage could be that RESTORE button will restore coins (ostensibly consumable) for your entire life on any iOS device (for your Apple ID of course). It is probably crazy idea (and maybe it is not allowed by Apple). By the way players could be forced to buy 4.99 EUR package if they already bought 2.99 EUR package. But it will be lifetime restorable. I dont want to get my players angry after every uninstall. And Apple will definitely punish for that more and more... without iCloud, this could be a partial solution...
@Bitvork But what if they buy all of them and want more coins? Then the buttons will be disabled. Or maybe you could make a boolean, if non-consumable coin bag is bought, then create another button for consumable coins. But then again in that case they can't restore all of them.
Thank you for your creative ideas, I have been thinking a lot about this problem lately.
@lotte205: How much people will want more coins if they buy 3,5,10,20 and 50 EUR coin bags together? If someone do that, developer would be glad for that amount of money and then I have no problem to unlock whole game (for million coins at total) forever to that person via RESTORE button. There is just one limitation, you cant buy any package twice. But if I love your game I can imagine to pay second package for 5 EUR (even third) because I am sure I will get all coins after every re-install. It is not TOP GROSSING app solution or strategy but we can probably avoid bad reviews from users and registration insanity at this moment and still offer options...
I am thinking about solution mentioned for all day. Imagine packs 2,5 and 10. When you buy first 2 EUR package, second 2 EUR package will appear for purchase and then third (always hide previous!). 3x3=9 IAPs at total. If someone buy 3x2EUR package you can show "SOLD OUT" or something like that... And force your player to 5EUR options...
@Bitvork I'm going to change IAPs in my next game, it's just a small entertainment app and no actual need for those coin purchases. I had that the player could buy 5 different characters. Now I have decided to do unlock full game non-consumable and you get all the characters with it. But it's good to know the options. Your suggestions are definitely good for certain types of games. Thank you.
I didn't realize what a problem it would be to buy non-consumable products with consumable virtual coins without iCloud or own server. I have thought for a week non-stop about the solution. It's so difficult to decide that you have to completely change your game and plans, but sometimes it's for the better.
i submitted my game again last week with adding non-consumable IAP ( free of charge) ( the cars ) so when the player buy the car with coins it triggers the IAP for the car and when u restore that purchase once the table value of the non-consumable item is purchased it will unlock .. i tested the game it worked beautifully i thought that was the end of it .. today I got rejection again the reviewer said when press restore nothing happened .. now i did not use iOS 9 for my testing .. i just upgraded the device and the whole IAP system is not working !
Does anyone know if adding "free" non-consumables is a valid workaround for players to save permanent items that they buy with in-game currency? Would Apple approve?
@mshuraih,
Any news about your game since then? I'm planning to use the same system what you mentioned as my app got rejected too for the same reason.
Did the "use coins+free non-consumable IAP" idea work?
Many thanks!
@fZolee said: @mshuraih,
Any news about your game since then? I'm planning to use the same system what you mentioned as my app got rejected too for the same reason.
Did the "use coins+free non-consumable IAP" idea work?
Many thanks!
yes it worked .. make sure add log to platform rule on the scene where u have ur items , the reason is unlocking the goods buy the coins and triggering the IAP are two separate process and if the player not connected to the internet or not logged to the gamecenter then the unlocking with coins will take place without triggering the IAP then the restore will not work and that happened to me too and got rejected too because of that .. so i have rule at the first scene to log into the platform ..
@mshuraih
That's really good to hear!
What about if the player is not connected to the internet, can't purchase/unlock new items till he is connected again?
well if they are not connected to internet and have enough coins they will unlock the item but will NOT trigger the IAP so restore function won't work .. its important to tell them to log to game center to save their purchases
Comments
it is a mac version, i've never worked with the windows version. It's a .zip file, you have to extract it and it should open
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Yes. You will need some way of identifying the user to send him/her their relevant data upon request. You do not have access to their Apple account, not a link between your back-end data and their Apple account.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
@jonmulcahy Yes, it's unzipped, don't understand. I see all the folders and only test.gsproj file. And it opened in Windows computer but the network behaviours were disabled and the preview didn't work. I tried MAC and it gave an error can't open document file and when I changed it to gameproj it crashed.
@Hopscotch Thank you. But you can't somehow use it when the user logs in to their account to make an in app purchase? I'm asking, because I want to send/receive purchased item info to the server.
My games:
Who's Behind the Gates
Flip Happy
make sure you don't have safari automatically extracting files, sometimes that can cause it. If it's extracting, it should at least be all contained within a subfolder. You can drag that entire folder onto the GS app on a mac, or even rename the folder to have the extension.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Nope, you do not have access to that. The user will need to create an account with your service so YOU can identify him/her on your backend system.
You need to store the users information, linked to some field identifying them. Using this field again to retrieve the info when they want to restore.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
I think I am confusing this, let me try to explain. Sorry.
Lets say you have a 99 cent IAP in your game.
But, on itunes connect you have 2 IAPs.
1. Hints for 99 cents and is consumable.
2. Remove Ads "free" and is non consumable.
There is a price tier on Apple and Google that is Free.
The user can only purchase the 99 cent IAP. If this purchase is made, it comes back from Apple as "Purchased". If this is true, then trigger the Remove Ads IAP behind the scene removing the ads. This Non Consumable is now considered "purchased" in Apples database.
If the user does a Restore on a new device, it should check with Apple and see the remove ads has been purchased and then remove the ads on the device.
@jonmulcahy I named the entire folder to gameproj and it worked. Wow Thanks.
My games:
Who's Behind the Gates
Flip Happy
@crestwoodgames I tried that, but I couldn't get it to work behind scenes. It asked the user Do you want to get this item for free? And this is somewhat confusing when it costs 50 virtual coins and then the Apple dialogue box pops up and asks if you want it for free. But maybe I just don't know how to do it the right way.
My games:
Who's Behind the Gates
Flip Happy
@lotte205 This was my one concern, but most people would not mind removing the ads for free.
I had this same issue on a game I was playing a couple years ago. I think it was Subway Surfer. Had an IAP for 2x coin collection. It then removed the ads. Sure was nice.
@Hopscotch, @jonmulcahy: Is it possible to make 5 different coin bags as NON consumables? Imagine that 2.99 EUR converts into 1000 coins only one time. Then you can buy second coin bag for 4.99 EUR (it could be also for 2.99, does not matter). Advantage could be that RESTORE button will restore coins (ostensibly consumable) for your entire life on any iOS device (for your Apple ID of course). It is probably crazy idea (and maybe it is not allowed by Apple). By the way players could be forced to buy 4.99 EUR package if they already bought 2.99 EUR package. But it will be lifetime restorable. I dont want to get my players angry after every uninstall. And Apple will definitely punish for that more and more... without iCloud, this could be a partial solution...
@Bitvork But what if they buy all of them and want more coins? Then the buttons will be disabled. Or maybe you could make a boolean, if non-consumable coin bag is bought, then create another button for consumable coins. But then again in that case they can't restore all of them.
Thank you for your creative ideas, I have been thinking a lot about this problem lately.
My games:
Who's Behind the Gates
Flip Happy
@lotte205: How much people will want more coins if they buy 3,5,10,20 and 50 EUR coin bags together? If someone do that, developer would be glad for that amount of money and then I have no problem to unlock whole game (for million coins at total) forever to that person via RESTORE button. There is just one limitation, you cant buy any package twice. But if I love your game I can imagine to pay second package for 5 EUR (even third) because I am sure I will get all coins after every re-install. It is not TOP GROSSING app solution or strategy but we can probably avoid bad reviews from users and registration insanity at this moment and still offer options...
I am thinking about solution mentioned for all day. Imagine packs 2,5 and 10. When you buy first 2 EUR package, second 2 EUR package will appear for purchase and then third (always hide previous!). 3x3=9 IAPs at total. If someone buy 3x2EUR package you can show "SOLD OUT" or something like that... And force your player to 5EUR options...
@Bitvork I'm going to change IAPs in my next game, it's just a small entertainment app and no actual need for those coin purchases. I had that the player could buy 5 different characters. Now I have decided to do unlock full game non-consumable and you get all the characters with it. But it's good to know the options. Your suggestions are definitely good for certain types of games. Thank you.
I didn't realize what a problem it would be to buy non-consumable products with consumable virtual coins without iCloud or own server. I have thought for a week non-stop about the solution. It's so difficult to decide that you have to completely change your game and plans, but sometimes it's for the better.
My games:
Who's Behind the Gates
Flip Happy
i submitted my game again last week with adding non-consumable IAP ( free of charge) ( the cars ) so when the player buy the car with coins it triggers the IAP for the car and when u restore that purchase once the table value of the non-consumable item is purchased it will unlock .. i tested the game it worked beautifully i thought that was the end of it .. today I got rejection again the reviewer said when press restore nothing happened .. now i did not use iOS 9 for my testing .. i just upgraded the device and the whole IAP system is not working !
Does anyone know if adding "free" non-consumables is a valid workaround for players to save permanent items that they buy with in-game currency? Would Apple approve?
POLAR ROLLOUT (New Line-Drawing Physics Puzzler!) - FREE Download
@mshuraih,
Any news about your game since then? I'm planning to use the same system what you mentioned as my app got rejected too for the same reason.
Did the "use coins+free non-consumable IAP" idea work?
Many thanks!
yes it worked .. make sure add log to platform rule on the scene where u have ur items , the reason is unlocking the goods buy the coins and triggering the IAP are two separate process and if the player not connected to the internet or not logged to the gamecenter then the unlocking with coins will take place without triggering the IAP then the restore will not work and that happened to me too and got rejected too because of that .. so i have rule at the first scene to log into the platform ..
@mshuraih
That's really good to hear!
What about if the player is not connected to the internet, can't purchase/unlock new items till he is connected again?
well if they are not connected to internet and have enough coins they will unlock the item but will NOT trigger the IAP so restore function won't work .. its important to tell them to log to game center to save their purchases