Must I use Google play billing library if i want to sell an ad space directly to advertisers? - google-play-services

I want to sell an ad space in my Android app that's on play store. I want to sell it directly to advertisers who will need to pick the target for their ads, Is it a must to use google play billing library to get payed for the adspace or i will be violating google play terms if i use another payment system. I went through this article https://play.google.com/about/monetization-ads/payments/ unfortunately it was not clear to me. Any help please.

No, Google Play Billing Library only supports selling digital goods and click-based ads.
What you're looking for is Google Banner Ads https://developers.google.com/admob/android/banner.

Related

Testing google pay in countries that do not support it

I need to test square payments, using google pay, from a react native application (using google's test environment described here .
Google pay, however, is not available in my country.
Has anyone done this kind of testing?
If you're using the Square Payment Form, Google Pay (along with Apple Pay) both have recently been updated to allow for testing in Square sandbox mode. For more information please refer to Square's documentation.
Google Pay supports the use of pre-defined test cards. See: https://developers.google.com/pay/api/web/guides/resources/test-card-suite
You'll need to join the following Google Group: googlepay-test-mode-stub-data
Once you've joined, you should be presented with a list of test cards when you use Google Pay in TEST mode.
If you would like to return to testing with real cards (i.e. cards become available in your country), you can leave the test group.

Google play store licence limitations

I designed an app and want to sell it on Google Play but have some doubts about it and I hope you can help me:
1) Is it possible to limit the quantity of downloads of my app from Google play (i.e: 2.000 downloads)?
2) Is it possible to make a configuration on Google play Developers Console, to offer an annual renewable licence for the customers who buy my app? If so, can you please tell me how to do it?
Thanks in advance.
1) Is it possible to limit the quantity of downloads of my app from Google play (i.e: 2.000 downloads)?
I don't think this is possible, checked with the Play Developer Console and there's no setting there about it. Checked with the Play Developer API and it doesn't list on any calls there any "total number of downloads".
2) Is it possible to make a configuration on Google play Developers Console, to offer an annual renewable licence for the customers who buy my app? If so, can you please tell me how to do it?
In-App Billing looks like what you're looking for, a yearly subscription (or how frequent you want it) set for the application usage would be possible.
as for questions 1, im pretty sure this isnt a current feature. as for question 2, you could create a script in the apk that disables everything in the app when a certain in-app purchase runs out until its renewed.

ITunesConnect: 3rd person transactions?

I'm making a utility application for a photographer. He is going to (obviously) be taking pictures, but wants to charge people at an event for a handful of digital images emailed or shared on social media. In this situation i would have to use Paypal or Square SDKs and not in app purchasing because he is going to compose the transaction and not the customer buying the pictures. Sort of like a mini POS system. He can't pay himself with another's credentials - so it would have to be a 3rd party solution. right? Is this against Apple's guidelines?
Am I over thinking this?
If the intent is to support in-person / face to face (swipe) credit card or keyed in credit card payments, check out the PayPal Here SDKs for iOS and Android which are now available on the PayPal Developer site:
https://developer.paypal.com/webapps/developer/docs/integration/mobile/pph-sdk-overview/
There is also a version for Windows 8.1+ in Beta, available upon request. You can email DL-PayPal-Here-SDK#ebay.com for help with any of these.

Number of in-app purchases for Windows Store app

I have a Windows Store app for a newspaper in the Windows Store. Each issue (one per work day) can be bought using in-app purchases. In Windows Store, it looks like i can define only 100 in app purchases. In my case, that is about 4 months of daily issues.
Is 100 really the limit? Has anyone found a way to add more?
I cannot find a way to add more in-app purchases to the app. The milit of 100 would be a really stupid constraint and I would need to remove to ability to buy old issues in order to add new issues.
Windows 8 doesn't support subscription-based purchases but it does support time-limited purchases.
One option is to let the user purchase "credits" that can be applied toward an issue. Similar to how Audible lets you purchase audiobooks with credits.
Here's the thing though. Newspapers make money off advertisements. The purchase price isn't for the content, it's for the materials that it costs to deliver the paper. A digital paper costs nothing to deliver so why are you charging for it?
The store does not support subscriptions. However you can just use a third party provider for this.
As mentioned in the 'Flexible business Model'
http://msdn.microsoft.com/en-us/windows/apps/hh852650.aspx
The Windows Store provides you with the freedom to choose the business
model that’s right for your apps. The Store provides full platform
support for free apps, trials (both time-based and feature-based), and
paid apps, as well as in-app purchases. You’re free to manage customer
transactions directly using your own or third-party services for
in-app purchases and subscriptions, or use the services provided by
the Windows Store. For apps that are supported by ads, you’re free to
choose the ad platform that best meets your goals.
Paypal is accessible via this api:
http://paypal.github.com/Windows8SDK/
or directly via a form post
How to Form POST to Paypal from WinJS iframe Windows 8 App?

Paypal payments for monthly subscription inside iPad native app

I am working on an enterprise app which allows users to perform CRUD operations on data
under their profiles, sync it with a backend, share it with other users and view it across multiple platforms.
The app works on 3 platforms
a) as a webapp in browser
b) as a native iOS app on iPad
c) as a native android app on android tablets
Now we want to give the app for free for a trial period of 3 months after which we want to
charge our users a monthly subscription fee if they want to continue syncing their data
with backend. If not, they can use the app as a native app which doesn't have a backend
and they won't be able to share their data across platforms and with other users but will
be able to use the app as a native app with no backend.
For the monthly subscription fee, we wanted to integrate Paypal payments into our ipad
app.
There are 2 gray areas which is causing us confusion
a) Apple might reject the app due to paypal integration as it favours in-app purchases/itunes.
b) Apple states that users can be charged only for "real world service". Does our kind of service qualify?
We prefer getting some definitive information rather than implementing paypal payments and
getting rejected by apple which will set us back by 14 days. Any help would be much appreciated.
I don't think you'll get "definite" information here, since stackoverflow does not have internal information on Apple's strategies. You have to try and find out. I know Apps with monthly subscriptions that use in-app purchases (like Trillian).
If you want to make sure it won't get rejected, exclude the payment process from the app. You are using accounts and some accounts get paid "premium" functionality. Just let the users pay through your website or redirect them to your website if they want to buy from iPad. My guess would be that Apple will otherwise want you to use in-app purchases for the subscription.
About the "real world service", that should be no problem.