Adding in app purchases to an Open Feint powered game - ios

I am developing a game with cocos2d-iphone and I am going to add in app purchases.
AFAIK my options are Open Feint X and MKStoreKit.
I still don't get what's the benefit of using Open Feint over MKStoreKit. Why would someone pick Open Feint?

Why would someone use any 3rd party library over Apple's?
I think the question is moot because OpenFeint added IAP as a service to their existing developers. Meaning developers who use OF primarily as a social platform. And anyone who likes to use an all-in-one solution, from FB, Twitter via Game Center right down to IAP. From what I understand MKStoreKit is just an IAP wrapper with no other features.

I ended up adding some logic to MKStoreKit.
You can get the code from my fork.

Related

Block app install from AppStore and app delete using Swift

I am aware that we can block safari content using swift code. I am interested in finding out if we can restrict install of certain apps from AppStore using similar approach ?
Also, is it possible if we can restrict a user from deleting the app from device (not from phone settings but from code) ? Even if Apple does not allow that to publish such app, I am looking for a solution as a part of research.
There are two things you mentioned.
First, can restrict install of certain apps from AppStore
Using Swift code I feel there are no Public API provided by Apple for the developer till now but there is a similar way that is called Device Enrollment Program.
The Device Enrollment Program (DEP) is part of the Apple Deployment
Programs (ADP), which help businesses and educational institutions
easily deploy and configure iOS and OS X devices. DEP provides a fast,
streamlined way to deploy institutionally owned iPad and iPhone
devices and Mac computers that are purchased directly from Apple or
participating Apple Authorized Resellers or carriers.
For more visit this developer guide.
Second: restrict a user from deleting the app from device
Same response for that, till now no Developer API, but lets say if we see this as a part of research and we develop some POC still, it does not make sense for me at all (It's my device and I install the app for making my life easy and better if I don't want to use it anymore, I need an option to delete it) and I don't think so this will be possible in future as well because the USP for iOS device is user experience and we can't make this like that.
I also want to hear something from others and if possible give the use case why you are looking a solution like that.
I hope this will help.

Can I use Android/iOS plugins in Corona?

I'm building an app which cannot use IAP and instead needs a third party payment gateway. Problem is, I'm unable to find payment gateway plugins for Corona.
However, many companies provide plugins for Android and iOS.
My question is, can I use these plugins in Corona using some wrapper?
Yes, you can. You would have to create the Corona wrapper yourself (or pay someone to do it for you) if another developer haven't already done so.
You can check for the community plugins at https://marketplace.coronalabs.com

Game Center Achievement Analytics

I've been installing achievements into my iOS game recently using Game Center, and all appears to be fine.
What I'm wondering is is there anyway I can gather analytics on these achievements? I can't see anything explicit in iTunes Connect so I'm looking for something else I imagine.
If you use flurry analytics you can easily do this. If you are looking for an iTunes Connect or Apple way of doing this there is no feature.
Flurry is 100% free to use and extremely easy to install into your app. It's pretty much drag and drop a few imports and then you're just added one line of code to track specific things.
How I suggest you do this is insert the [FlurryAPI logEvent:#"EVENT_NAME"] call in the same statement that you call an achievement in your iOS game.
Currently you can see in my game what the analytics look like:

Restoring In App Purchases for iOS using Unity

I want to create a button that allows the user to restore their In App purchases if they ever delete and re-install the game.
I am using Unity 4 for iOS specifically.
I have done this in objective-c using Cocos2D but I know that it does not work the same way.
Does anyone know any code snippets or links to a tutorial that can help me gain access to what has been purchased and restore these for the user?
Would be greatly appreciated.
Are you using some kind of plugin for StoreKit? There is a really nice plugin by Prime31 which provides this behavior:
public static void restoreCompletedTransactions();
You can visit their website for more information
http://prime31.com/docs#iosStoreKit

Does the Corona SDK support iOS app subscriptions?

I see they support in-app purchases, but I can't seem to find a definitive answer on this.
I've never even heard of this before (incidentally, thanks for bringing it to my attention) and I've been frequently visiting their website as I work on my current project, so I would say that no they don't support subscriptions. This must be a brand new revenue model Apple just unveiled, so there hasn't been time for this to find it's way into Corona.

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