I have created a free app that includes a in-app billing in order to unlock some features
and I need to use it. I need to buy it?
I have another app, that's not freeware and i have introduced my email address in the developer console in order to use it for free, but it doesn't work with in-app billing. why? I need to purchase my own app? :crazy:
thank's
You don't have to buy your own stuff :)
See Testing In-app Billing
Related
Is there a way to check from code is in-app billing supported for user?
My app is free but i want to do some monetization. But due Google Play limitation when i enable in-app purchases users from countries without billing support can't get new versions.
So i want to detect such situation and suggest them switch to separate free version.
Hi can someone point me in the right direction to implement an in-app purchase to unlock the ad free version on android apps?
You should check these:
In app billing overview
Implementing In-app Billing
Alternatively, you may create a paid app simply as an authenticator, and communicate with the the free app and the paid authenticator, with your own protocol.
These two methods provides different advantages.
I am implementing an In-App billing feature in our Android App.
App is a free app, with few features but for one feature user has to pay.
Goal is to make one of the feature available only for the people who purchase it via In-App billing.
is it correct way to ship all the feature as part of the free app and hide the paid feature and make this feature available (unhide) only for the paid users?
Or
When user pays via In-App billing should i have to download new version/required files to make this feature available? if this is the correct way, how to accomplish this?
Yes you ship all functioning code, but you check if the item has been paid before you let the user use it: API.
https://developer.android.com/google/play/billing/index.html
My application is used to buy journey tickets. The ticket price is different everytime. Can I use In-App Billing to make the user pay a custom price everytime? If so how? i.e. can I set the price which the user has to pay programmatically?
You cannot programmaticaly change the price of a product using Google Play In-App Billing .You could fix the price in the Android developer Console .If you still want to custom price at the runtime you could use PAYPAL for that :
https://www.x.com/developers/paypal/products/mobile-overview
You cannot use Google Play In-App Billing to make the user pay a custom price.
Moreover you cannot use Google Play In-App Billing to sell physical goods and services like journey tickets:
You can use In-app Billing to sell only digital content. You cannot use In-app Billing to sell physical goods, personal services, or anything that requires physical delivery. Unlike with priced applications, once the user has purchased an in-app product there is no refund window.
http://developer.android.com/google/play/billing/billing_overview.html
Your use case perfectly fits the Google Wallet Instant Buy API for Android. Google Wallet Instant Buy API for Android is specifically for physical goods and services and has a simple integration into your Android App. It was launched during Google I/O 2013 and you can get an overview at the following blog post:
http://googlecommerce.blogspot.com/2013/05/fast-and-easy-checkout-for-android-apps.html
Also, please checkout the Google I/O Talk on the same topic
https://developers.google.com/events/io/sessions/330844794
Since this is still in beta, if you're interested please sign up using the interest form
http://getinstantbuy.withgoogle.com/
I'm developing an application that will have some features that the user must pay to use. I was planning to use a Lite and Pro version for this, but the release of In-App Billing have got me thinking...
If I use In-app billing is there any need to implement the licensing (http://developer.android.com/guide/publishing/licensing.html) policies suggested by Google? Or is it enough to implement the Billing stuff?
The application is available for free, instead some features will be enabled using in-app billing. Hence I don't really care if someone "copies" the application as long as they cannot copy purchased features.
BR,
Rasmus
If both applications will be free, you should implement only In-App Billing. You can read Billing best practices for more information.
I have found that the inapp billing and licensing code don't play well together, crashing the app in certain scenarios, like when attempting a purchase when not online.
I don't think it would be worth the risk and overhead to use licensing for a free app even with inapp purchase options. I believe the licensing documentation even mentions licensing can't be used with free apps.