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In App Purchases...

02-25-2011, 03:45 PM
#1
Joined: Sep 2010
Location: Atlanta
Posts: 184
In App Purchases...

This is a question for anyone who is utilizing In App Purchases in their game. Is the general convention to have an in app purchase simply unlock features/levels/etc in your game that were already coded there or is data typically downloaded from your own server?

I know there is no recommended or required way, but I just want to know how most of you guys do it. Since my game will involve new aspects of the game, I was planning on simply having the content already present, and it's unlocked when a purchase is made.

Also, if the user buys a new iPhone/iPad and downloads your game again, are they simply out of luck and must re-purchase their previous In-app purchases?

Thanks!
02-25-2011, 04:48 PM
#2
Joined: Nov 2010
Location: alea iacta est
Posts: 1,368
Quote:
Originally Posted by pchukwura View Post
This is a question for anyone who is utilizing In App Purchases in their game. Is the general convention to have an in app purchase simply unlock features/levels/etc in your game that were already coded there or is data typically downloaded from your own server?

I know there is no recommended or required way, but I just want to know how most of you guys do it. Since my game will involve new aspects of the game, I was planning on simply having the content already present, and it's unlocked when a purchase is made.

Also, if the user buys a new iPhone/iPad and downloads your game again, are they simply out of luck and must re-purchase their previous In-app purchases?

Thanks!
I'm not a dev, but if you have your game size at under 20 MB without IAP, you may want to download the IAP from a server so that you can have your app downloadable over 3G.

Also, IAP is linked to an iTunes account, so if you get a new device, you can redownload the IAP for free by signing in with the account that bought it.

02-25-2011, 05:56 PM
#3
Joined: Dec 2008
Posts: 1,240
Quote:
Originally Posted by pchukwura View Post
This is a question for anyone who is utilizing In App Purchases in their game. Is the general convention to have an in app purchase simply unlock features/levels/etc in your game that were already coded there or is data typically downloaded from your own server?

I know there is no recommended or required way, but I just want to know how most of you guys do it. Since my game will involve new aspects of the game, I was planning on simply having the content already present, and it's unlocked when a purchase is made.

Also, if the user buys a new iPhone/iPad and downloads your game again, are they simply out of luck and must re-purchase their previous In-app purchases?

Thanks!
If it still fits under 20 MB, I find it a lot easier to just store the content in the app, and it also makes the unlock faster for the user.
02-25-2011, 06:33 PM
#4
Joined: Sep 2009
Location: Vancouver, Canada
Posts: 977
Send a message via MSN to MindJuice Send a message via Skype™ to MindJuice
Integrating the required code, graphics, sounds, and data files for IAP items into the app and then unlocking them is an order of magnitude simpler than downloading them.

In order to manage the purchase and download process you need to write your own server code, record transactions to a database, validate receipts by contacting the Apple server, implement the code to download the new assets, load them into the app, etc.

This is, of course, essential to do if you want to add new IAP items without submitting new updates to Apple though.

So it depends on your app which way would work best.
02-27-2011, 12:37 AM
#5
Joined: Sep 2010
Location: Atlanta
Posts: 184
Ya, I think that having the graphics/data/item etc already in the app is better as I wouldn't (like MindJuice mentioned) have to worry about handling a server, or maintaining/validating their in app purchases etc.
02-27-2011, 03:23 AM
#6
Joined: Sep 2010
Location: Morestel, France
Posts: 572
Like all the other said: put them in your game and simpy unlock them. It is so easier than anything else.

If a player already bought your IAP, no worries, he won't have to pay to install it again, and good news: you have nothing to do: Apple will take care of that. Actually, you could offer a button to re-install a previous IAP (there is an option for that in the SDK) but to be honest, I don't even bother with that.

JC
02-27-2011, 10:06 AM
#7
Joined: Jun 2009
Location: London, UK
Posts: 3,741
Does downloading IAP help combat piracy at all? I know the story "you'll never stop piracy, it's better to accept it and move on" but surely some methods are more effective than others?

For what it's worth, regardless of the piracy issue, I'd much rather keep it all in the app for the speed of unlocking it alone.

  /l、
゙(゚、 。 7 ノ
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02-27-2011, 12:13 PM
#8
Joined: Feb 2011
Posts: 2
Piracy

Well, It can't be that simple, but I would think that downloading from a server would help combat piracy, as the app would validate the transaction with your server. Obviously you will have to write more backend code, so you should consider the size of your pirated user base.

Also, how big is the IAP? That could be a problem for the user in EDGE, or if it's a big update.

Take this with a grain of salt, as I have a record zero (0) apps in the app store

Last edited by angliyama; 02-27-2011 at 12:14 PM. Reason: Spelling. Turns out "Take" has no "j" in it.
02-28-2011, 08:53 AM
#9
Joined: Sep 2010
Location: Atlanta
Posts: 184
Quote:
Originally Posted by angliyama View Post
Well, It can't be that simple, but I would think that downloading from a server would help combat piracy, as the app would validate the transaction with your server. Obviously you will have to write more backend code, so you should consider the size of your pirated user base.

Also, how big is the IAP? That could be a problem for the user in EDGE, or if it's a big update.

Take this with a grain of salt, as I have a record zero (0) apps in the app store
That's indeed true, but I don't think the time/investment, and the opportunity for more bugs (ie. your server is down, backend code bug, etc) is worth it for most games on the AppStore. Especially mine being the first title i'm releasing.

But i do see a benefit in the long run if perhaps you have a few titles that would utilize this or if including the IAP data would increase the size of your game beyond 3G download size. It would also make it HARDER for piracy, but not make it impossible.
02-28-2011, 10:41 AM
#10
Joined: Jan 2011
Posts: 426
OpenfeintX allows In App Purchase and if you want DLC you can use their servers.

I used it in the past and it worked for DLC.