We run several apps in Appstore and Google Markets where users may download and play for free. We also have the option to make in-app purchases. What I am chasing is the data of how many unique users that have made a purchase. Unfortunately we dont have that information flagged and so far I havent found any standard report of how to get these out from itunesconnect and Google Wallet.
So basically I would like to extract all history data.
If you mean "How can I extract data about payments from unique users without changing my app?" the answer is that it's not possible. Google Play and iTunes offer sales information, not such insights about sales. The only thing you can do, which doesn't solve your current problem, is introducing a SDK such as Flurry and create events for purchases.
Related
I am fully aware of Google rules regarding in app payments, but I am still not sure if my case pass these rules or it violate them, so I wanted to make sure and see if anyone have a better answer.
Basically I have a website where people register and buy a subscription for a X service, recently I built an Android app to correspond to the service of the website, my Android app shows a message to the users saying that if they want to buy premium subscription they have to go to my website, register and buy it there, the question is does it violate Google rules?
Thank you for any help.
Yes it does.
You are not allowed to hint that users can spend money somewhere else. Its also not allowed to link to external resources where the user can spend money.
Netflix is an example for this.
Netflix users can use the App with the account they created on the website.
Users that create an account from the App are forced to go through in app purchases.
Netflix App is not allowed to hint that users can get it cheaper through the Netflix website.
I am building a website for a client that is promoting an App on Kickstarter. As one of the rewards this client wants to reward sponsors with in-app purchases. I have searched Apple and posted on other forums but I can't find out if this is possible and if it is possible, how it is done.
Thanks.
You need to implement a promo-code dialog inside your app to do that, then send promo-codes to your Kickstarter users.
I don't think It's possible.
Here's the only Google documentation I could find.
You could make the app free for a short period until all backers have their copy and then raise the price but non backers will be able to download it too.
It would be possible however to use the alpha/beta functionality in the Google Play store to release the app to backers who have joined specific circles setup by you. I don't know if Google would have a problem with you using it like this.
It might be possible to distribute the app outside of the Play Store but I suspect that will become a big support problem as users struggle to get the app installed and keep it up to date.
For iOS part we haven't this functionality with Store Kit. This framework was created to securely process payments from users. You don't need to work with payments. Just deliver some product or an extra functionality to user with promo code. Implement a dialogue in your app where user can enter his code, send this code to your server, check it and give an access for user, if code was right. That's all you need. After making the product available, your app needs to make a persistent record of the "purchase" like you do with normal in-app purchases.
We have an app that exists in the Google Play store that was created by a developer who is no longer at our company. We own the app and want to remove it, but we don't know what Google account the developer used to publish the app to the store.
Is there any way we can find out what account the app is associated with? If we try to log in under Google accounts we think it might be, Google wants to charge us $25 per guess.
If we can't find the account, is there a way to have Google remove the app for us if we can provide sufficient evidence that it's ours?
If the developer is unavailable or uncooperative, and you can prove that this app includes your intellectual property, you can file a DMCA request with Google, asking them to remove it from the GP store. Read the warnings on the page carefully:
http://support.google.com/bin/request.py?&product=androidmarket&contact_type=lr_dmca
You can't pull down the application from Google Play if you don't have the access to the account which is used to upload that application. If you are lucky and the developer who uploaded the app typed his mail as contact developer mail in application in Google Play, maybe in this way trying to send a mail you can find the account which is used to upload the app, but you can't trust that, because most of the developers and companies have different mails for communicating with the customers and it depends on that.
But if you contact to Google and explain them everything and as I told above if you are lucky you can convince them to delete the app from Google Play. Or the best situation in my opinion is to contact the developer who upload the application and ask him to remove it.
Good luck!
Pretty rough situation. I'm not going to advice you to use a corporate google account in the future, but I think the easiest way is to speak with the developer in person. Then explain to him that there are several clauses in his former contract with you, which concern the intellectual property obligations, signed by him.
If you don't have any, or if he was hired on a freelancer contract, with no mentioning of the above, then you'll have the real deal in the court when he sues you for "his" intellectual property (being th application), uploaded by him on the Play Store.
Of course, this is the worse case scenario, but you should consider it.
If you have nothing left, you can contact Google, as Android-Developer above me suggested, but you risk a denial.
It is a really complicated case and I would like to see the result of it, when you settle the things out.
I have a paid app in the Play Store (Profile Widget, in case anyone is wondering ;)) and I want to allow some users (friends, or people who do not have a credit card) to download it for free.
Of course I could just send them the APK, but they wouldn't get the updates automatically, and with every update to the app I would have to send them all the APK file again. And also, by using this method, anyone that had access to the APK file would be able to install the app for free.
I saw that by using the Android Licensing Library you could make some users bypass the License Check, but I want the app to show as "Purchased" for them in the Play Store, and I don't think this would do it.
I searched Stack Overflow but none of the solutions I found (like creating a separate APK and checking for its existence from the "real" app) handled the auto-update part.
Has anyone found a good solution for this?
Thanks in advance!
You can now generate and distribute promo codes to current and new users on Google Play to drive engagement. Under the Promotions tab in the Developer Console, you can set up promo codes for your apps, games, and in-app products to distribute in your own marketing campaigns (up to 500 codes per app, per quarter). Consider using promo codes to reward loyal users and attract new customers.
Reference:
1) http://android-developers.blogspot.in/2016/01/create-promo-codes-for-your-apps-and-in.html
2) https://support.google.com/googleplay/android-developer/answer/6321495
The best solution is to have them buy the app, then refund their purchase. It would still show up as paid. Alternatively, you could give them the app, and license it via the LVL, and configure their email addresses as test accounts listing as purchased., but then they won't get updates.
I have the same problem, I've checked and from what I can see there is no analog to the Apple system (Give out a one-use code to download the app).
If you just give them the APK you don't get Crash/ANRs from them and they won't automatically get updates.
It is something that Google really do need to fix, sorry there isn't a better option.
(I have the same problem for my own device (you can't buy your own app), I had a crash that was rare in the app on my own phone, but I couldn't reproduce it at a computer and the logs had well cycled past the error by the time I did, Being able to get the crash report through the developer console would have saved me a lot of mucking around)
this is an updated and no credit card method.
You can create a free version of the same app in the play store,
but publish it in alpha release.
Then, you can create a google+ provate group of alpha testers and set it as the tester group for the alpha version.
Now add the 'free licensed' users to the alpha testing group and they have your free app.
To push updates, you will have to upload updates also to the 'free alpha', that's not gold, but I think is pretty close to the best you can get at the moment
This method has an issue. As long as licensing is per-App, you will have a different license key, and it may always return TRUE, so if the users share the apks, they may be able to let other people use the app, not totally sure about this occurrence, but you are warned, better if you are sharing the free app to trusted users.
You can set up a sale at price zero for the paid app and let your contacts know about it. Google allows up to 8 days of the sale at a time, but you can also set it up for a single day. This way, you may still get a few downloads from unintended recipients, but the 'problem' will be far more controlled than if you were to mail out APKs. Other problems like updates are also solved automatically.
You can upload in third party app stores like Amazon App Store, Aptoide , www.proapk.in to allow users to download paid Android apps for free.
For downloading the app as a developer: Google Playstore's official word on this, is that you must create a 2nd google account to download the app you are listed as developer for. That way the stats for downloads and terms are not breached. Spoke about same issue today (though its a while after the question was posted, others should see this with similar issues)
For giving it away free: Can't you just change the app to free at a given time then notify those people to hit it during a certain window?
I have a few questions connected to Android In-App Billing:
Is it possible to make a purchase from non-Market app? I understand that it would be a vulnerability, but I have no opportunity to find out if it's possible or not.
How can I get purchase state for a particular product? As far as I understand it can be done using RESTORE_TRANSACTIONS request, but it's not recommended to use very often. That's not a theoretical problem. My application allows users to buy content using in-app billing. Content can be downloaded from a server, and server must allow content downloading only if it was purchased. But it can't check if content was purchased or not without using signed response from Android Market.
How can I get price and description of an item from Android Market? Seems that I know the answer and it's "there's no way it can be done", but maybe I'm wrong. It would be very useful to have a possibility of retrieving item's price.
It's very interesting to me how you solved/are going to solve these problems in your apps. Answer to any of these questions will be appreciated.
In order:
1- Nope. The in-app billing process is part of Market. If the app comes from elsewhere, there's no way for Market to verify the origin/authenticity of the application.
2- It's your responsibility to store the purchase state for a particular product. From the doc:
You must set up a database or some other mechanism for storing users' purchase information.
RESTORE_TRANSACTIONS should be reserved for reinstalls or first-time installs on a device.
3- Unfortunately, at this time you're right. File a feature request!
In the meantime, one option is to set up a website with appengine, store listings of all your content & pricing there, and then manually sync prices listed on your appengine server with the updated prices in Market. Then have your Android app pull the data from the AppEngine server. This is much better than hardcoding price values into the app itself, since you don't need to have everyone update the app immediately to see accurate pricing whenever you change something. The only caveat of this method is that if the user is in a different country, in-app billing will display an approximated price in their native currency, and there's no way for you to determine exactly what price will be displayed to them.
Related, One of the Android Developer Advocates is giving a talk on LVL/IAP at IO, called "Evading Pirates and Stopping Vampires using License Verification Library, In-App Billing, and App Engine." - It would definitely be worth your while to watch when they release the session videos on the website.