How many types of payment systems we can integrate to buy game levels through third party in iOS? - iphone

I want to integrate any third party In-App Sales credit systems in my small gaming application. In my application,there is some game levels. I want to give some levels of gaming as free, after some levels, user should be purchase levels. So, please suggest me which process is better for integrating third party credit payment systems in my gaming application with out using Apple default In-App purchase feature. Is it possible to do like this.
Thanks in advance.

Check the App Store Review Guidelines, section 11 (I won't reproduce it here). If you use anything other than Apple's in-app purchase API your app will be rejected. Even the biggest companies (e.g. Amazon) don't get around this rule. The only way you might get around it would be to handle all payments outside the app, such as on a website, and then link the app to the website. No guarantees that Apple wouldn't reject your app anyway though.

Related

Is it allowed to do subscriptions for unlocked feature version at app store? (not cloud nor web based)

my app is like an iPod for web articles.
You can listen to the web articles. http://lisgo.org/
I am working on a free version with in-app-purchase now.
But, I'm not sure if I can do subscriptions model for a upgraded version on app store.
There is no web version for my app, even though it needs to connect to the internet for
article parser.
For example, I want to do like this.
Free version = ads, voice speed 1x only, no offline mode.
Premium version (subscriptions) = no ads, multiple voice speeds, offline mode.
I have not seen apps which unlock their features on subscriptions unless it has been
provided as a web SaaS service. And, my friend told me it is against apple's guide line,
but I couldn't find the page states that rule.
Any advice will be appreciated so much!
Thanks.
Apple said to me that auto-renewable subscriptions are only allowed to publishers, not for web service vendors.
It seemed that I can try non auto-renewable subscriptions because they suggested it, but I haven't tried it yet. I believe one time in-app-purchase is good for my model for the moment.
The author of Instapaper also talked about this on his podcast, and he needs to use non-renewable subscriptions for his additional subscription model.

Apple's iOS Subscription Services

Now that Apple is allowing developers to create "subscription-based services," how do we actually implement them? Is it the same as in-app purchases, just recurring? Regardless of the feelings about the 30% cut for services which Apple doesn't actually supply, what are the technical hurdles?
Apple has a resources page up for it. In a nutshell as far as programming it is concerned, it directs developers to the In-App Purchase Programming Guide, which explains how to do it.

I have a bunch of great photos that I would like to sell online, in the Android Marketplace, and Itunes for iphone and ipad. Suggestions?

I have decent programming skills and could create an Android app and an iPhone app, but the application is so simple, I was wondering if anyone already knew of an app to already do this. I have thousands of images and videos that I would like to sell. I could either sell them in "bundles" where each app would have 100 pictures and 5 videos or so.. but I'd prefer to have the person purchase "galleries" so they would pay for each set of 100 pictures / videos Separately.
I have the skills to create an RSS feed, use my own payment processing system (although I don't think Android likes free apps to have a separate way of collecting money from the publisher).
Suggestions? Thanks.
The in-app products / billing is the answer for Android.
In-app Billing documentation
In-app Billing integration
If the photographs truly are photo quality, then try selling them on a stock photography site like istockphoto.com. You'll make more money. I think that they also do video as well.

Apple's cut of ecommerce application

We are wanting to modify our app and create a way to allow mobile users to shop at our store. I know apple get's 30% of the revenue from the App sales itself, but do they get 30% of the sales made through our app? If so, Would we be better off making an ecommerce website designed for mobile users and then making a link to that page from our app? If we do that, would Apple still get a portion of our revenue? Thanks for the help.
Yep, same 70/30 finding a link now...
http://www.businessinsider.com/apple-lets-iphone-app-developers-sell-stuff-in-free-apps-2009-10
Now this is just using apple's in-app APIs. If you just have people buy stuff through your store from the app but bypassing Apple they get no cut.
EDIT::
Actually here is a better answer:
http://www.iphonedevsdk.com/forum/business-legal-app-store/60030-will-apple-take-commission-app-sells-goods-within-app.html
Yeah, they're not keen on you selling things out with their store because yes, they do want your 30%. I think newspapers and magazines are currently battling with them over some sort of subscription that works similar to this but for now you're unlikely to get this through the net.
.
Amazon and a few others get around this by having a buy button that launches their website in Mobile Safari, where you can sell items without any Apple involvement.
As far as I know, Apple takes 30% of the price of the app in the store, not the revenue generated through it. How could they keep track of this revenue?

iPhone application - additional chargeable content

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.