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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I have what I believe to be a pretty unique situation and I can't seem to find a solution online. The problem timeline:
4 years ago I paid a developer to build/upload an app to the iOS App Store for me under my own developer account.
Over the years it became outdated and this April it was kicked out of the App Store
I took some online courses this year and rebuilt the app from the ground up.
I would like to post my rebuilt version to the App Store - completely fresh like it's a brand new app (because it basically is)
A couple more things to consider...
I used Swift vs the original Objective-C that the developer used.
I used UserDefaults instead of what appears to be iCloud. (the dev account seems to be littered with permissions for things I don't intend to use - so advice on how to get rid of all of the weird stuff I don't use would be helpful, too)
I also have a different but similar bundle identifier (it replaces "RandomRuby" with "Random-Ruby") that Apple's App ID registration system seems to not like.
The level content and game play are the same - but I have no idea how to figure out what level the previous users were on. (which I'm ok with if it's ethical to make people start over).
It had In-App purchases (they could purchase consumable "Rubies" to use for hints and there was an "Ad Free" upgrade option. The new app doesn't use ads - it just has consumable "Rubies" for monetization). I have no plan to add ads back in - so I imagine a complete reset would be ok here, too? Again - is that ethical?
With all of this context - my question is...
How do I upload a completely-rebuilt-from-scratch app with the exact same name from the exact same company as an expired app through the iOS Developer system? Is this even possible? I'm having a hard time figuring out where to start. I can't even get past creating an App ID.
To update an existing app in your Apple Developer account you only need to use the same BUNDLE ID (e.g. com.apple.keynote) in your Xcode project and a higher version/build number. Everything else is not relevant.
Your previous iOS APP is bounded with the Apple Developer account when it was submitted. And the APP name is unique, just like anyone else may not create another app named 'Facebook'.
So, if the Apple Developer account was not yours, you are in trouble. You need to ask the previous programmer to transfer the APP to you.
If the Apple Developer account was merely expired, and you can prove that the account belongs to you, I guess you can contact Apple Support for help.
I have a paid app that was released on iOS 4. It hasn't been updated and I'm now reworking it to work with iOS 10. Since in app purchasing was not a thing, I made a free (lite) and paid version of the app. I would like to update the paid version to iOS 10 and change it from paid to free with ads and an in app purchase to remove ads.
I tried researching various methods and I have not found a fool proof way or evidence that one will work in all cases. The two most prevelant methods I found:
Use an existing UserDefaults key value to determine if they opened the old app and then grant them no ads in the new version.
I don't think this method will work, as if the app was uninstalled or the user redownloads it after the update they would not have that value.
I believe iOS 7 offered receipt checking. Use receipt checking to determine if the user has paid for the app and check if the date is before the new version date.
I'm not sure if this would work either. I saw in the documentation to verify locally. Would everything I need exist if the app was an iOS 4 app originally? Would this work for users who had the app through a promo code? What if they don't have an internet connection at the time they open the app? I had trouble finding sample code for this option to test.
How would I go about doing this? Are any of the methods above the only way or are there others?
Out of all the resources I found on this subject, checking the receipt seems to be your only feasible choice. If you have an account where you purchased your app, you can run the new version of the app via Xcode with that account and see if the receipt validation gives you the expected information. Though installing the app via Xcode may alter the receipt that the account has, you may want to check on that.
NSUserDefaults option could work if you were setting any value to NSUserDefaults on the iOS 4 version.
I have integrated Flurry Analytics into my iOS app. I haven't released the app yet so there can't be any real users except for myself. However, the second day I found that Flurry reports there are 5 new users. How is that possible? I did delete and rebuild my app to my phone several times for testing purpose, but according to Flurry FAQ, the same device should only be counted once. Does rebuild app from Xcode change the device id? or the hashing function of the device id?
Flurry relies on IDFV for metrics purposes. In the event that you uninstall the app and have no other apps on that device from that developer (meaning you), then the device will register as a new user.
On top of this, when submitting for distribution, Apple seems to run some automatic analysis on the app. This typically results in around 10 to 20 new users, though this effect is only observable in small apps.
I've found the same thing, I was developing with 3 devices yet according to their stats I had dozens and dozens of unique users. I wrote and politely asked what was going on and would they offer an explanation, they couldn't be bothered to reply. Same thing happened after releasing the app to the app store - the app registers with my server so I know how many users there are, yet the number reported by flurry versus the actual number differed by a huge amount. So I've come to the conclusion their figures are total bullshit.
If there's somebody from Flurry reading this please feel free to refute this and offer an explanation, if you can.
Hi I was wondering if anyone else is having the same issue or has a fix for it.
When i'm trying to make an in app purchase in the sandbox for my app and i try and use touch id, it repeats the touch id alert three times then fails, i've tried using it in apples IAP demo app as well and get the same issue. is this issue only for sandbox mode? or has someone found a way around this?
Thanks in advance!
I'm pretty certain that Touch ID is not supported in the sandbox test environement (sic)"
- Rich Kubota # Apple.
https://forums.developer.apple.com/thread/43228
I also see the behaviour you describe, and it has been this way for at least a year or two - it seems that TouchID is only supported by the production environment. I could not find any official documentation to support this however - there is no mention of it in, for example, Apple's In-App Purchase Programming Guide.
This is an issue with iOS. If you have a contact with Apple, be sure to bump it.
Back in iOS 5 days Newsstand-Apps needed to have a subscription option. Also if the app only offers free issues, there had to be at least a free subscription.
after downloading a bunch of apps from the iOS app store (newsstand section), many of them don't include a option to subscribe. Does Apple accept Newsstand-Apps that don't offer subscriptions?
i can't find any hints in the documentation that handle this topic?
anybody knows whats the current state of this "issue" ?
Yes. There are a lot of Newsstand which do not require subscription. The same topic is discussed here. You can even get a tutorial to develop free newsstand app here.
Hope this helps. Thanks.
I think so apple accepts coz in one of app c&en developed by me doesn't have any free subscription, but app already provide free toc. You can check that app on App Store.
C&EN