Ok, let's hope there are enough prisoners left who are willing to spend a little money![]()




Ok, let's hope there are enough prisoners left who are willing to spend a little money![]()
heheh
i cant remember if it was asked before, as a consumer (not a developer) which do YOU prefer? a app that costs 99p with free updates (no IAP) or a app that is free but has IAP for extra modes/content




It depends. I purchased very few apps, but those are rarely updated. Maybe never, if there's no severe bug which forces the devs to update? Devs can only afford updates if the additional exposure generates enough new sales.
Most of my favorite apps offer some ingame stuff. I must admit, I haven't made an IAP yet. Some games are designed to suck after some time, trying to force me to make an IAP. I dislike this behaviour and therefore I refuse to buy. Others become boring too fast. The games which get me hooked offer a good amount of free fun, but at least the devs earn a little through iADs or other advertising like in "High Noon".


I fixed it!!!! Please see next post.


So here's how I fixed the issue. Not sure if this is relevant to others but I thought I'd list it out:
#1) This was the 'obvious' thing I missed. In the PROJECT properties of the iOS application in MMF, you need to change the "Bundle Identifier" from "com.clickteam.runtime" to whatever your actual bundle identifier is in Itunes Connect. I was so focused on the store object I didn't even think to look at this overall property.
#2) Specific to the store object, the argument that you pass in should be ONLY your productID from the in-app purchases screen in iTunes connect. So in my case, when I created my in-app purchase, I named it "AdRemove" and did not include the "com.name.game" suffix. So in MMF, I passed in "AdRemove", and NOT "com.name....etc".
Thanks for everyones help on this, I'm deffinitely more familiar with everything now!





You can edit the contents of an app without jailbreaking, there are Mac apps which can do it, so yeah, if you include whether or not content has been purchased inside of an INI and don't at least obfuscate it somehow, people could hack your content into their game for free. The way I see it, unless your app reaches millions, there aren't going to be many with a mac, that specific app and the intent to look inside of your game files, and if they open it up and see "extra levels pack purchased = false" they're going to change that to true easily, vs, say, something more obsolete like "elevpkiap = 0".
This is how people managed to unlock the iPad version of the Facebook app early, because a beta of the iPad build was actually inside of the app but disabled, and they were able to open it up and enable it by changing variables.
If somebody's smart enough to do this, they probably deserve to skip out paying me 99c, lol, but it wouldn't be so good if say your game became very popular and then somebody put out a popular YouTube video of 'how to get the extra content for free', if you see what I mean?




Seems it's better to use arrays for sensitive data...





I've heard some people are having issues with arrays though, aren't they?
I've actually never used an array file before in my 15 years of clickteam product use, so for some reason it makes me slightly nervous![]()




Used them for player profiles in some larger projects without problems, but haven't tried with iOS. I hoped to switch to Ini, because it's much easier to check if everything works as expected.