Submitting a paid iPhone application to the app store - iphone

I am about to submit an iPhone application to the app store I want to sell it in Tier 1 matrix which is 0.99 US$, I am not going to offer any upgrades or buying any extra content inside my application.
In my case do I need to use In App Purchase?
I have read this tutorial In App Purchases: A Full Walkthrough but I am not sure if i must implement Store Kit framework in my app.

No "In App purchase" is what for have extra content that you can buy from with in your app, just like the name says.
If you are just going to sell your app there is no need for "In App purchase", just set the price to Tier 1 and you app will be sold voor $0.99

No. Store Kit framework is for in App Purchases which you don't want.

No, You don't want to bother about In-app purchases if you don't have any extra content to download/activate. Just set your app price $.99 (tier1) and submit binary files and you are ready to go. Don't even think about In-app purchase.

Related

Using a non-consumable in-App purchase with ID's

I'm using in-App purchases in my App on behave of getting some sounds from the App to the iPhone as a ringtone.
I've used 'Consumable' as the type for in-App purchase so that the user would be able to buy a ringtone and download it directly.
However this App got rejected by Apple because they want this function to be non-Consumable (so you would be able to retrieve this ringtone more than once). I only don't know how to set this up in my App because there are more than 200 possible ringtones. The actual buying is not the difficult part but as a criteria for in-App purchases you need to be able to restore previous transactions. As I'm only using one product identifier I think I would not be able to identify which ringtone has been purchases when restoring.
So my final questions:
1. How can I identify which item is bought (i.e. by using tags in the purchase)?
2. Am I able to use only 1 product identifier for this In-App purchase. Or do I need to make a productIdentifier for each and every ringtone?
You have to create a non-Consumable product for each ringtone, each one with a different identifier, if Apple is refusing your app I think you have no other choice.

In-app purchase confusion in iPhone: is it possible to use both type of in-app purchases in a single application?

I have an application which is using a consumable in app purchase for the products. Now I want to add some more portions to the existing application which can be used only if the user is subscribed for that option. So is it possible to use both type of inapp purchases in a single application. And can anybody provide an idea about how I can achieve this.
So you want to hide some in apps unless they have purchased a special in app?
Can't you just check in your code if the first one has been bought? Then display the rest.
You just go to iTunes Connect, to your app, and then to manage in-app purchase section.
You can add any amount of purchases there. Then your new in-app will be reviewd by Apple and you would be able to update your app with new code for retrieving that new in-app.

Can I let the user buy from App store within my iOS app without going to App Store application at all?

A button has a title "Buy Now", its action talks to App store and tell them that this user wants to pay for an app without launching the App store app at all. Is this possible?
To buy what? If you want the user to buy an in-app purchase that's linked to your app, then yes (and take a look at Apple's in-app purchase programming guide for information on this).
If you mean to get the user to buy a different app from within your app, then you can use the SKStoreProductViewController (documentation here).

Purchase/view content from iPhone app OR website

I'm developing a website and a companion iPhone app where users can purchase video content. I'd like to let users buy content from the iPhone app or the website, and then view their purchased content through either medium. My understanding is that the app will be rejected from the App Store unless it uses the StoreKit framework for in-app purchases, so I can't implement my own purchase backend. As far as I can tell, though, there's no such thing as a web version of the StoreKit framework.
Is there any way to make/verify "in-app purchases" from outside an app, e.g. through a website?
There must be, because the DC Comics/Comics/Marvel Comics apps from Comixology all do. You can purchase content either from the in-app store, or via the website. And then you can read the content both in the device or online.
Alas, I don't know how they did it. I guess that the web shop replicates the in-app purchases when you buy something: i.e., the device calls home after an in-app purchase and adds that purchase to your online account as well. And, when you buy something online, you can download it from within the app, bypassing the apple store. You can even download content in one app that was purchased in the other (they are mostly the same app with different branding)

App store testing an Application with inapp purchase feature

I have a few questions regarding inApp Purchase as follows:
Do we need to make a product (in App purchase) live before submission or we can make it after app approval.
Suppose I have a product in inApp Purchase that is to be in sale by Next week, and if my app with inApp purchase version gets approved this week, then how do the Apple store test my app.
Do any one know how the apple app store guys test the inApp purchase in the application. Do they buy our product in the inApp purchases and then test the product. What does the screen shot submitted to approve the product in iTunes for inApp Purchase refers to.
Apple submission is largely guesswork.
I don't think you need to worry about how Apple test the In-App Purchase. If your app currently has no purchases available for it; but it still works, then I would think that's okay.
From a 'making-your-users-happy' point of view it would make sense to be able to buy at least some In-App content the day it goes live - but I don't think it would be necessary to pass Apple approval.
The screen shot is supposed to show what the user gets in return for their purchase. However, that can be tough - just do the best you can. We have an In-App purchase for the 'full version' of a game, to demonstrate that I just used the splash screen of the game. It passed.