I need to integrate in-app purchase for downloadable content in my app. I am trying to display list of different player characters which can be downloaded or unlocked after purchasing the character from in-app purchase module.
Can you guys point me to proper tutorial or provide me any possible hint?
You can have a pretty good base here:
http://www.raywenderlich.com/21081/introduction-to-in-app-purchases-in-ios-6-tutorial
You can also check the Apple's documentation whenever you need. :)
Related
I have an app that displays cartoon characters. I wanted to start to offer additional characters, or even have accessories to place on the characters.
Can anyone offer advice as to the best way to do that?
Can that be done through the app store, or do I need to have my own mechanism for downloading them?
I have seen many apps where you can download clothes, etc. by touching an icon in the app, but I have not yet found any documentation or tutorials.
Any help is greatly appreciated.
You can use In-App-Purchases for that. Apple will handle the financial side of things (charging the user through iTunes) and you'll have to handle the rest (downloading or unlocking the new content).
See the documentation: Selling with In-App Purchase
And this tutorial: Introduction to In-App Purchases
Hi can any body tell me how to add the feature of In App purchase premium version of application. Infect i want to sale my application free but some of the features will not be available in free app. To unlock all the features user will have to purchase a premium version of app. So can anybody guide me how to this?
A simple Google search would have been pretty successful on this.
I have already implemented InApp purchase facility by considering both :
this tutorial
and dedicated Apple documentation
Hope this helps
You can either create a limited functionality free version and a full paid version = 2 applications in the app store.
Alternatively you can create a free app with options for user to purchase / unlock certain areas of functionality. A simple google search turns up: http://troybrant.net/blog/2010/01/in-app-purchases-a-full-walkthrough/
I am quite new to this in app thing,
I am completely lost while setting up things at apple developer website
can some body explain me some simple process to achieve this.
Regards
Ankit
A good place to start when it comes to implementing In-App Purchase would be Apple's own developer video on the subject.
I'm building a new application that should contain in app purchases.
I follow the XCode Tutorial: In-App Purchase (by simple sdk) video at youtube. The tutorial is about downloading an audio file, but my project is based on executing a HTTP request. Can you help me set up methods to do this?
Note: Apple improved purchasing when download is complete, but in my case there is no download. So how to make Apple improve that purchasing is complete.
Verify that a payment has been made.
Use the 'hidden' command to show a button. You tube will have many examples on how to hide and show buttons.
Lastly, have an action for this button
that when tapped it executes your HTTP request ..
No one will write your code for you here. But here is a great tutorial: http://troybrant.net/blog/2010/01/in-app-purchases-a-full-walkthrough/
Try it and if you have questions you can ask them here.
I was considering developing an application which would:
1) form part of a suite of similar applications; and
2) allow the user to download additional chargeable content.
I would be extremely grateful if somebody could point me in the direction of any resources where this approach is discussed programatically and practically (i.e. Apple's requirements for doing so as well as code samples outlining the appproach).
I think what you have in mind is In App purchases, you can start with the in app purchase guide from Apple and the quick start guide. I've implemented this and found it very effective and fairly simple to implement.
Programmatically it uses the StoreKit framework which is described in the guide I posted above.
If you want to address the suite of apps you can also run ads that cross promote them, I've seen admob used for this it has an in-house ad feature that allows you to serve ads for your own applications for free across your own apps.
You can charge for additional content with In App Purchases. After reading Apple's In App Purchase Guide as recommended by paulthenerd, you can also check out ilime.com and urbanairship.com. These are services which make In App Purchases easier to implement.