I have knowledge about in-app purchase, but stuck in implementing in app purchase in my case.
I have a list of videos coming from server when I click on any video I can download it in two formats, one low resolution and other is high resolution after in-app purchase. I have created two product identifier in itunes and have no any problem in implementing. But how will I keep track of the video and resolution I have purchased and also how will I use restore to get that product again if I purchased it once. Any advise will be highly appreciated.
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New here and i hope i am in the right place to ask my question. We are having problem with submitting our app to Shopify App Store.
We have an app where people can create their own designs on our physical products and sell. So we can produce their products and dropship to their customers. There are many apps to that.
Problem is they forcing us to use Billing API for our product charges. They take 20% of commission which our margin is not that much. We are wholesaler and we our margin is super low. We use (well we were planing to use) Stripe for products charges, which is 2.9 % commission.
And Shopify Apps Team member is keep asking me my margin, and says: "We are requiring that all apps use the billing API, but I might be able to make an exception since it seems like your business model isn't compatible. If an exception is made, you will be required to sign a revenue share agreement based on your margins"
All other App (in our business line)they charge their customers with 3th party payment processors and i have spoken with some of them they say they never heard about it and they don't share any revenue (apart from membership fees) with Shopify.
Any idea about this?
Thank you so much for you help.
Shopify is charging 20% of the cost of the app not 20% of the cost of your finished products. I don't know if your app can be free and still in the app store but from what you have written free would work since you will actually make your money on the goods. Just bill normally for the orders you receive
I am making a game for windows 8 and I am going to have ads in it. I want to offer to remove ads as an in-app purchase but according to the microsoft guides the app has to have been sold to be able to handle in-app purchases. Are there any ways to allow in-app purchases without selling the app? I want it to be free, not sold or trialed.
Yes you can do this. I dont know where you've seen you cant. I do this in two of my apps (Peregrine and "Map Wallpaper")
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?
Is it possible to sell consumable products via in-app purchase?
This looks to be fixed in Windows 8.1. http://msdn.microsoft.com/en-us/library/windows/apps/bg182887.aspx#two
Just to add my 2 cents to the answers:
There is a limit on the number of IAPs on Windows 8, and it is 200 (but has been removed in Windows 8.1). This might seem like plenty, but an app can easily have 10 or 20 different IAPs, which divides that number down to 10 purchases in 24h, which seems like a limit some users could very likely hit soon. To add two more complex ideas of a solution to this:
You could use analytics to get the maximum number of each in-app item users purchased in a 24h window and adjust the number of each IAP products per in-app item accordingly, i.e. assign more IAP products to most used in-app items, and less to items that are not purchased so many times in 24h.
You could have IAP products assigned to price tiers, i.e. define 50 products for $1.49 priced in-app items, 25 for $1.99 and so on..
For completeness, I'd like to quote #Chris Bowen's link to the workaround debate:
If the games are being XBL enabled they will have to use the built-in
Consumables solution.
The XBox Live, though, in my experience, is a very closed program.
The answer is no, but it is also yes.
Consumables, specifically are not supported. That is any in-app purchase you can make again and again and again and again. They are not supported.
However, durables (that you can purchase one time) can be set to expire in a single day. Many developers have created multiple durables, allowed them to be purchased in a day, kept a central record of their purchase somewhere, and let them expire so the user can purchase them again tomorrow.
So, no, you cannot set consumables.
And, yes, you can set expiring durables and act like daily consumables.
Consumables (e.g. buy a pack of gold coins for your character in the game, and allow the user to buy that pack multiple times) are not directly supported for Windows Store apps (though the Windows Phone SDK has ProductLicense.IsConsumable), but there is a type of workaround that you may find helpful, depending on the specific scenario.
However, support for in-app purchases of multiple different products is relatively simple to implement, shown in this article and sample:
How to support in-app purchases
Trial app and in-app purchase sample
we have created a publishing platform that is similar to Zinio,
We have a website where we upload magazines, and publish them to our mobile App on iPad
Apple is rejecting the App for the following reason:
Apps that use IAP to purchase items must assign the correct Purchasability type We found that the Purchasability Type for one or more of your In App Purchase products was inappropriately set, which is not in compliance with the App Store Review Guidelines.
Your In App Purchases are set to Consumable.
However, based on product functionality, it would be more appropriate to use the Non-Consumable In App Purchase type. Non-consumable products are only purchased once by users and are always available on all devices that are associated with that user's iTunes account.
We have Replied and Explained them Several Times the following:
We are using consumable type of in-app products since we have a lot and frequently released magazines with different prices therefore we cannot define the purchases to be non-consumable.
We have set pricing Tiers from $0.99 until $54.99 so that each magazine will be classified appropriately and assigned to a certain Tier.
our system has a lot of magazines where each one has many issue releases. Magazines issues are sold within an offer.
We have "single issue offers" (offers containing only one magazine issue) and "multiple issues offers" (offers containing multiple isses, eg: get 3 digital issues of magazine x for $19.99).
We are using the Tiers from 1 to 55 to assign prices for our offers. Note here that the in-app purchases are consumable but our system won't let the user buy an already purchased item another time.
The application will contact our server each time when the user attemps to buy an offer.
If the offer is already bought, the application won't proceed with the in-app purchase and the user will be shown that he has already bought that offer.
Anyone has an answer to solve this problem?
As apple is insisting that we should not use consumables and use non-consumables which is not logical, as we need to be submitting the app every time magazines has been added to the system.
Help is Much Appreciated
For magazines, you are unlikely to get consumable in-app purchase ability from Apple. They've made it clear in the past that the expectations for media, levels, and content of this type are expected to be present on all of the users devices.
However, based on your description of what you are trying to do, I'm not sure that this is a problem. Remember that consumables are not the same as subscriptions, in that a subscription gives you access to potentially more than one issue, whereas a consumable just means that is something that may not be available after you purchase it, I.e. that it might be consumed.
It sounds like the real problem here is a catalog issue. For episodic content, such as magazines, you don't want to hard-code your in-app purchases, instead look at the server-based model, as described in:
http://developer.apple.com/library/mac/ipad/#documentation/NetworkingInternet/Conceptual/StoreKitGuide/APIOverview/OverviewoftheStoreKitAPI.html
With this model, your server can return a list of product identifiers that meet certain criteria, so you don't have to constantly update the app.