I am testing my in-app purchases, I uploaded my app to the windows store as beta and made an in-app product.
I tried it out and noticed a bug, I want to reset the in app purchase(it is hide ads) but I am not sure how to do this.
I want it so it is like the user account that bought the in-app never actually bought it.
I am going to assume that you are talking about a durable in app purchase, since consumable purchases can be bought as many times as one wants.
Once a durable purchase is made, it is permanent to the account. A user could call customer service to have this reversed, but it is not common (I have done this).
However it is unlikely that a rep would reverse a free in app purchase for a beta app to assist in testing.
If you would like to test your app without having to deal with those issues, Microsoft has provided guidance in how to test in app purchases.
So far as i know, if someone bought something through store, he cannot actually get the money back. If you're releasing app, you should pre-test it to be 100% sure it's working. If you're not sure how is the in-app purchase working, there is a plenty of forum threads about how to do this efficiently. Long story short, if someone already bought this in-app feature, either you cannot block it to him or refund his money.
I'd recommend testing In App Purchases through the emulator. Every time you restart the emulator it's like booting up a fresh device, so you'll be able to purchase IAPs again.
Related
I have a chrome extension that im looking to monetize with subscription and free trial.
I have followed all the guide detailed here: https://developer.chrome.com/webstore/one_time_payments
Everything works, its all good, just now I need to know how to actually trigger the payment flow when a user decides they want to pay for my extension.
I can see that there is a "buy.js" for in-app purchases but im not sure how you are supposed to do it for one-time payments.
The only way I can see of doing it is by opening a new tab to my chrome store page and then somehow educating the user that they need to press the orange button...
Theres got to be a better way of doing it than that tho, surely??
If you want your extension to be paid using Chrome Web Store Payments, you have to follow Chrome Web Store Payments rules, which include fixed price tiers and the fact that payment must be initiated by Chrome Web Store. The in-app purchases work differently.
So yes, your users will have to subscribe using the orange button in your extension's Chrome Web Store entry. Usually they need not to be "educated" to do that: after all, that is the page they installed your extension from, and the orange button was already there.
Depending on which kind of free trial experience you offer, you can display relevant reminders to your users.
For example, if your free trial limits some functionality of the extension, you can prompt the users to subscribe when they try to use one of the premium functions, and/or display a Subscribe button in a visible part of your extension that links to your Chrome Web Store entry.
If your free trial is time-limited, you can display a counter of how many free-trial days your users have remaining, and the Subscribe button mentioned above. When the trial period is over you can automatically alert the users and open the Chrome Web Store entry of your extension. This latter approach (time limited free trial period) is the one I am currently using in my extensions and so far I've had no problems with the users or confusion on their part.
I'm making a desktop app for a company, and they would like to get it featured in the windows app store for Windows 10 users.
The app will likely only work on desktop computers, it's not designed for mobile. What it does is perform lookups on lists of cell phone numbers, and outputs a spreadsheet with carrier info, and it requires a credit for each cell phone number looked up. The credits are bought in bulk through the company's sales team, there is no automated method to purchase them.
Because there is no automated system, it would be difficult to set up in-app purchases, also if Microsoft takes a cut of in-app payments then it wouldn't be feasible due to the tiny profit margin of the credits. But according to this (section 10.8.1), if the app consumes anything that has to be purchased then it needs to use the in-app purchasing api.
Does anyone know if there's some way around this? Or if it only applies to regular apps and not desktop only ones, which I understand are a different type of listing?
I realise I can get a developer account and go through this with them but I don't really want to spend this company's money on the dev account if Microsoft are just going to say no.
Thanks :)
That section of the policy refers to payments taken within the application.
It doesn't sound like what your application will do though. Your application is allowing the allocation (spending) of credits bought separately.
It's a small distinction but an important one. You may have seen other applications work around such limitations by requiring the user to go to a website to buy something and then return to the app to use it.
When submitting the app there is a declaration for "This app allows users to make purchases, but does not use the Windows Store commerce system." You can read more about this declaration at https://msdn.microsoft.com/en-us/library/windows/apps/mt148523.aspx but this shouldn't apply to your scenario.
There are potential legal implications here and if the company has any concerns about entering a legal agreement with Microsoft regarding financial matters then they should seek appropriate legal council. Having a developer ask other developers about legal matters is likely only suggest asking a lawyer.
I am creating an app with a Pro-feature which can be unlocked via in-app purchasing.
Is it possible to use the Windows Phone 8.1 Wallet API for creating a Voucher?
(As example for Reviewers or tester)
How can I ensure that the voucher can be used only by one person?
(maybe: can only be used for a particular LiveID)
Some recent changes here it seems. Microsoft now have a promo code system for Windows Phone, check this page : https://msdn.microsoft.com/library/windows/apps/mt297660.aspx
And it works for IAPs as well !
There isn't currently any voucher or promo-code system available for Windows Phone apps.
You could implement this yourself along with using the existing in-app purchase system. Check the code yourself and then enable the feature if either the code is present or if the in-app purchase was made.
Tying it to a login such as the LiveID would be a good way to lock it down to one person, especially if your app already has a login requirement. Another option would be to make the code one-use and then roam the unlocked status once it was set. That would let the first user to use the code use it on multiple devices so long as the app wasn't fully uninstalled or was used often enough to keep the roamed data alive.
Prepaid codes are frequent request on the Windows Platform Dev Feedback site. You can add your vote at http://wpdev.uservoice.com/forums/110705-dev-platform/suggestions/2118985-prepaid-codes-for-wp-apps-promo-codes-for-review
I have some generel questions about the notification-service of pushMobi.(http://developer.html5dev-software.intel.com/?q=node/114)
Is this service using the common notification bars of iOS and Android? Like the native push notifications?
Do I have to pay for it? Does somebody have experience with this? Is there a App on iOS or Android which is using this service?
For me it looks like this service is not very popular, but I cant understand why? At first glance is looks very nice.
This link helps a little.. synopsis below:
Re: PushMobi Active User question
Postby IntelJohn » Tue Feb 12, 2013 8:23 am
The authUser parameter and authpw parameter are used to verify the
identify the identity of the person/server requesting the push
message. They are the email address and the password for the appMobi
account you are sending a push message to.
You do not need to sign up for a pushMobi subscription. You can just
start using pushMobi (assuming of course you have added the necessary
push code) http://www.appmobi.com/documentation/in ... E_PUSHMOBI As
pushMobi is a service of appMobi, it will make your app fall into one
of the following categories. Our system automatically picks up if you
should be in the monetized model or not. We can determine if you are
using any of our services (live updates, push, stats, ect). We can
also determine if you are using either IAP or our appAds. Based upon
those 2 things, and the number of MAU's that your app has, you are
placed into either the completely free category, first 100 users free
category, or the first 10,000 users free category.
If you do not use any of our services in your app, your app is
completely free. If you use our services, but not IAP or appAds, then
you get 100 free MAU's. Users 100-10000 will cost you .25 cents. All
users above 10000 will only cost .10 cents. If you use our services,
and either IAP or appAds, then you get 10000 free MAU's. Each MAU
after 10000 will cost you .10
I am investigating the intel XDK and it does indeed look very good.. We'll see.
PushMobi it seems is still operated by AppMobi which intel acquired as part of its strategy to get the XDK into shape. Appmobi continue to offer the cloud service elements and (I guess) uses the XDK and the relationship with Intel to leverage sales. But going to the Appmobi website, I can't find anything to confirm costs of use etc. which is more than a little disconcerting.
Take a look yourself and please let me know if you find anything else.. there is a 'contact us' point which I might just use to ask the questions. There is no point in designing something in if the pricing model doesn't suit you.. and there is no indication in the post as to what that really is.. whats an 'MAU'? I guess a user, but how often charged? Monthly.. all far from obvious.
Appmobi website
There are plenty of other push notification services out there but it is a shame if this one is good and reasonably priced ..
Its completely free and is a very cool service. You can follow the link to learn about it and how to use it.
Push Notifications using Intel XDK
The AppMobi push service is currently only available if you use the Intel XDK "legacy" builds, which have been deprecated and will eventually disappear from the Intel XDK build system (no specific schedule for removal at the time of this post).
If AppMobi publishes a Cordova plugin for their push service it will then be available to anyone who uses the Intel XDK to build Cordova apps, or any other Cordova build system (such as Cordova CLI and PhoneGap) that allows for the use of third-party Cordova plugins.
I’m developing an app for Google Chrome and I would like to know how I can charge for it.
The problem is that I live on Brazil and on this link it tells that it doesn’t support the Chrome Web Store Payments. There is other way I can charge for that without the Chrome web store payment?
https://developers.google.com/chrome/web-store/docs/pricing#seller
My initial idea is to create a hosted app that is free (but limited) and the customer pays and can use it fully. Or the other idea is to give 30 days to try and the costumer need to pay only onetime if he likes it and can use it fully.
Do you guys know how to do that living in a country not supported by Chrome Web Store Payments?
Did you notice the text on https://developers.google.com/chrome/web-store/docs/pricing#seller which says "In the future, we expect to support sales to the following additional regions: Argentina, Brazil, India, Mexico, and Poland. Buyers in unsupported regions might be able to purchase apps, but they can't pay in their local currency and might have to pay international transaction fees."? Not sure if that means it would work for you or not.
Otherwise I'm pretty sure you're allowed to use other payment processors other than Chrome Web Store Payments (see https://ssl.gstatic.com/chrome/webstore/intl/en/dev_tos_text.html and https://ssl.gstatic.com/chrome/webstore/intl/en/program_policies.html), so you might see if other services like PayPal, Amazon payments, etc. are a better option for you.