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Discussion in 'Public Game Developers Forum' started by 1stSPIN, Mar 16, 2015.
Does goole allow in-app purchases
Admob is for advertising not in-app purchases.
In-app purchases are done via the storefront of choice ie. Google play
Thanks for the info but I am still a bit confused. What to I have to do to sell in-apps to android users?
Use your appstore account. Google play and amazon support them. I haven't gone outside those stores so can't comment on other android stores.
An AdMob representative told us that they are launching a feature that allows you to show either ads or IAPs in the same game, based on user behavior.
It sounds amazing, but I am not sure yet how it actually works...
I would like to show ads and sell in-app tools. Is than not possible now?
It is still possible. I don't know what makes you think it isn't?
They mean, if it is a potentially paying user, according to Analytics data, they see IAPs; if not, they see ads. That's how I understood it... And, of course, as a developer, you have to opt in first to use this feature.
'Target the right users
Use audience segmentation in Google Analytics to group your users based on the actions they take within your app, and then target them with a customized experience. This enables you to promote your IAP to those users who are most likely to purchase, and show ads to the users who are not' - from AdMob website.
And yes, first you have to create IAPs in your Developer Console and all that follows ) http://developer.android.com/google/play/billing/billing_admin.html
If I understand you correct they cannot buy IAs and see the advertising at the same time. Does that mean if they buy and IA they will not see the ads after? Also my IA is going to be free if you pick up enough bonus points, not sure if that is a different situation.
I believe that's exactly what they want to implement. And yes, it is more or less a good practise not to show ads to paying users. I was told not to do so by a very experienced game marketer who works a lot with Chinese and Korean markets.
UPD: actually her advice was first to offer them purchases, and, if they don't buy anything in 60 days, try to monetize them by other means. This is so-called "Zynga Principle" - there is a very little probability that players will buy anything if they haven't done so in 60 days.
Bonus points are a great idea, but it's a bit different, could you name an example in an existing game?
There is also little chance they are still playing your game.
Yes. You can do pretty much the same thing as what you can on iOS.
The main difference is Google Play doesn't have the same level of receipt verification, so piracy on Google Play is easier than iOS (or rather combating piracy on iOS is easier than on Google Play).
We are on the verge of upload our game today or tomorrow. We have the solution of inapps for China and Apple but not for Google. Is there anyone here who can tell me step by step how to do that with Google? Thank you for your help.hhh
The code side of things: https://developer.android.com/google/play/billing/billing_integrate.html
The store front side of things: https://developer.android.com/google/play/billing/billing_admin.html
Apparently my used this info and got an error message
Error: Problem setting up in-app billing: lab Result: Error checking for billing v3 support (response: 3:Billing unavailable)
We are going to test it again with another phone and see if it is a phone problem. Have you ever encounter the same problem and if is what is the fix?