I've seen this done before with apps that I use, but I was wondering how it would be possible to share IAPs between an iPhone and iPad application. More specifically, I want to make sure that users that make a purchase in one app, do not have to re-buy the same product in the other.
I've read in a few places where this could only be accomplished with a universal app, but I wanted to see if this was, in fact, the only way that it could be done.
As far as I know, in-app purchases are app-specific. But it's really pretty easy to go universal - try out some of the excellent tutorials. You obviously have the advantage of only having to maintain a single code base (though of course you could be disciplined and share some core code, but it usually lapses...).
Related
I have an app I am working on that I want to be free but with ads. I want to also have a premium version that does not have ads but costs a small amount to purchase ($1.99). I want to know if other developers, especially those that have distributed such an app, if it is a better practice to create 2 apps or if it is better to make one app with an upgrade option built-in. I like the idea of having a separate listing for the paid app but I can see where that could be a lot of extra work to maintain a separate app for such a small feature difference.
first of all,
if you are going to develop apps for appstore, you can't create 2 apps have the same basic features but one has pro features
that's according to app-store review guidelines 4.3 spam
says....
4.3 Spam
Don’t create multiple Bundle IDs of the same app. If your app has
different versions for specific locations, sports teams, universities,
etc., consider submitting a single app and provide the variations
using in-app purchase. Also avoid piling on to a category that is
already saturated; the App Store has enough fart, burp, flashlight,
fortune telling, dating, and Kama Sutra apps, etc. already. We will
reject these apps unless they provide a unique, high-quality
experience. Spamming the store may lead to your removal from the
Developer Program.
Blockquote
if not.
then second.
both will work fine,
there are games like limbo have free and paid versions on google play
that's your decision anyway,
if there is a lot of difference between free and paid,
if it's just about unlocking some features and remove ads,
it's a simple answer. if both of options will give the same functionality,
choose the easiest way
and "separate listing for the paid app" not a good idea, why?
#KiloKw2 mention to that
It depends on your personal preference. If you would want to create 2 apps then you need to also have two unity projects at once and if you would integrate the premium stuff as paid expansion then you would need add a code into the game which enables them if the used bought them. I would personally go with having just one game with a built in paid expansion as I find easier that way. Having two of the same apps at once just complicates everything for no reason
I have a simple iPhone app, mostly table views, map views and other standard stuff. When I change the project settings to make it universal, everything works fine after a few small tweaks. So the iPad version looks just as a big iPhone app.
Definitely, the app will look better if I use some split views, pop-ups and generally rework the UI to look better on the iPad. But I wonder - will Apple review team accept a universal app that is basically just an enlarged version of the iPhone app?
As long as you explain what's changed when you do an update submission (e.g. "now with an iPad-friendly User Interface!"), Apple should accept your update no problem.
What are you afraid of? That Apple would give you a reason for rejection? Just do it, and if you get feedback make the necessary changes. Even if Apple is control freak #1 and a humbling power monster megacorp, I'd be much more worried about it being published and USERS not approving it. :)
iPad users can download and run your iPhone app just the way it is and get the same results either way. From any non-marketing point of view, what would be the advantage to calling it 'Universal' with no changes?
Btw, I've submitted the app without any changes, and it was accepted without any problems.
I was just wondering and was hoping if anyone here has experience about it.
If one would make a native iphone app (for example with 5 bottom icons) and each icon would load a webpage, would this be accepted by apple?
No one can surely say about the apple will reject or accept this kind of app, because what the apple want is that your app have some utility which one can't get by opening a web page in safari. If your app has some purpose of opening the five different web pages in five different tabs then they will not reject it.
If your app doesn't interest users and have no utility, then probably it will be rejected.
If you think that only these five buttons app which open url is good enough or have some utility, than go ahead and give it a shot.
You will probably be rejected under the third item in the AppStore Submission Guidelines;
If your App looks like it was cobbled together in a few days, or you're trying to get your first practice App into the store to impress your friends, please brace yourself for rejection. We have lots of serious developers who don't want their quality Apps to be surrounded by amateur hour.
Or in 2. Functionality
2.12 Apps that are not very useful, are simply web sites bundled as apps, or do not provide any lasting entertainment value may be rejected
There has been a lot of talk around iPad-Apps / Approval / Store-related Questions. I've recently built an App which I'm just about to release / send to Apple for approval.
I'm thinking about developing a dedicated iPad-App as well.
Now, in order to not have two seperate Apps in the Store (one for the iPhone, one for the iPad) i want to create an universal-App for both platforms.
However, i couldn't figure out if it is possible to first send in my iPhone-only app and later publish an update that enables my app to run on both platforms.
Does anyone have an idea on that topic?
thanks in advance
sam
Yes, you can update an iPhone app to become a universal app.
Many apps are already doing that. Universal apps provide the better user experience, I think, as they reduce the number of "duplicates" in your iTunes library (and on your iPad).
Unfortunately, a great many developers are going the "two separate apps and make the iPad one really expensive" route instead, too.
The only downside to universal apps I can see is the increased size (all the iPad-only stuff that iPhone users do not need), which could be a factor for the more fancy applications. Does anyone know if iTunes is clever enough to strip this out when syncing?
Can you show me how to deploy/debug and iphone application using xcode but without having to pay 99$. I'm doing this for the study purpose.
I've seen a guide which help to deploy iphone application to iPhone device(e.g: http://www.vinodlive.com/2009/01/16/how-to-deploy-an-iphone-application-without-an-idp-membership/). However this guide doesn't help me to run/debug the application using Xcode, so it's quite inconvenient.
Some of my friends said that it's possible to run/debug iphone app to iPhone device using XCode and without IDP membership.
Thanks in advance.
If you intend on developing for the app store ever, I would pay the fee. If you can write, and get accepted, a halfway decent app, you'll have little trouble earning back that 99 bones of initial investment.
I wouldn't wait ~two weeks to have an app reviewed for the store if it had only been tested on a jailbroken iphone using some hack. Too risky...
Apple designed the system the way they did to protect developers from piracy. It's inconvenient because you're not supposed to do it.
I'm not trying to say that you're doing something wrong or illegal, but you're just trying to bypass something that is in place to stop app-theft :)
While not really a good thing, your best bet may be to jailbreak your phone. This will void your warranty and I'm pretty sure a kitten somewhere will die because another iPhone has been jailbroken.
Your stated goal is to debug on a device using XCode without paying $99 to Apple:
Assuming it's for quasi-official study purposes and you can find a cooperative university instructor to sponsor you or undertake some kind of directed study, you could try the iPhone Developer University Program.
It's 'free,' but my guess is that the required hoops and time would make the $99/year for the regular program seem pretty reasonable. (I think the same goes for any jailbreaking solution, but I do remember what it was like to have neither a salary nor any competing demands on my time).