Kevin No. No
In my app they never leave the app. I use Webview within my app. So it's seemless when it goes to the website. They click on "New Characters" button and they where they can download new characters. Once they select a character and pay for it then the app downloads and installs it for them. Never leaving the app. You are correct in that they have to enter their information again to do this but my app also uses a user and password. So within the app they only enter the information once. Which does still suck but I don't know how else to do it? If Google had API's do this I would be right on it! But they don't. Like I said unless I somehow I bundle my characters up in a .apk and they they download them from the market as an "update"? I could provide the link from my zen-cart site that I have already set up to go the market place for the .apk which has the character they want? That is the only other way I can see to do it as the current architecture stands? Again unless a Google person on here has a different direction that I can take? I am more than willing to listen. I just want to make it work. Thank you -Chris On Tue, Mar 23, 2010 at 12:47 PM, Kevin Duffey <[email protected]> wrote: > Warren, > > I am 110% behind google providing an API.. and like I said and you said, I > think google deserves to make some money too. Sure, they are already huge, > but if they provide all the details and we simply make some API calls and > end users just fill out info once on their device.. hell yah I'll pay > google. > > I don't like the idea of sending user to a process out of app tho. It's > inconvenient. For them to have to user their browser, leaving the game/app, > to do this, then come back.. it's so clunky of a solution I wouldn't want to > do it. There should be some form of REST api that we can make use of > directly from our app.. however, I think you're point about a user knowing > paypal/google checkout makes them feel at ease and willing to do so. > > I'll tell you what, I've asked a ton of people this question... what would > make people more likely to buy apps, music, in-game items.. everyone, > without fail has said in one way or another, if they could enter their info > just once, and then the charges appears on their phone bill each month. That > was the most convenient manner in which most users would be willing to pay a > couple bucks for an app and buy in-game things. Simply have a "buy this" > button, and probably a "r u sure you want to buy it.." and thats it. Bought. > Made available immediately. This is 2010... why this is NOT part of the > android api already I can't imagine. Again I reiterate... google stands to > make a lot of money doing almost nothing.. I am sure the initial cost in > providing a built-in google checkout api (that interfaces with say paypal > and credit cards) will require some resources, and possibly supporting it.. > which they probably already do with google checkout anyway.. but otherwise, > they could make a huge sum of money with almost nothing on their side. Why > would they not want to do this? > > > > On Tue, Mar 23, 2010 at 11:28 AM, Warren <[email protected]> wrote: > >> An in-app purchase API would be ideal for many reasons. It would spare >> users from having to enter credit card information repeatedly. It >> could also take advantage of carrier billing where it is available. It >> could also provide more revenue for Google. >> >> The question was asked about how else to do credit card charges. >> >> Without an API option, I would likely send the user to a payment >> processor like Amazon or PayPal. That way the user deals directly with >> a proven system and I don't have the liability of handling credit card >> data. Then the processor sends my server a notification of successful >> payment. I checked and both of Amazon and PayPal have micro >> transaction rates that are far better than the standard $.30 + 3% for >> small values. >> >> This is just on the technical end, assuming you have met the Market >> Agreement details. >> >> >> On Mar 23, 12:29 pm, Kevin Duffey <[email protected]> wrote: >> > I dont know that I agree Chris.. this issue is not resolved in my >> opinion. >> > There needs to be a definitive response from google, maybe not here, but >> > perhaps from a developer that has dealt with this issue. >> > >> > The problem with using the market for updates.. is that it's going to >> flood >> > the market with items that end users have to scroll thru to find other >> apps, >> > and they are updates. How the heck is that any good? What google should >> do >> > is provide an "update" section to the market, so that developers can put >> > game expansions, in-game items, etc in that section and NOT pollute the >> main >> > apps/games section of the market. A user will stay on a web page for >> about 3 >> > seconds on average before they get bored and leave if it takes too long >> to >> > load. How long will end users scroll through a list of mostly >> > add-ons/in-game updates if they are intermixed with all the other apps. >> I >> > know I don't spend that much time, at most I "load more" a couple of >> times. >> > If the market doesn't get cleaned up, it's going to deter more and more >> > users and degrade the overall android experience. I am baffled as to why >> the >> > market doesn't get some sort of regular updates that make it better. As >> far >> > as I can tell, it's a locked app on our devices, but it's an app. Is >> there >> > nobody at google hearing all the negative feedback on how it works and >> > looking to better it? >> > >> > Like I said above, this is a VERY good opportunity for Google to offer a >> > built-in API (or an add-on SDK api so that 1.5+ android apps can take >> > advantage of it, not just 2.2+ when it could come out) that provides a >> > single sign-on device form.. the device owner only has to fill in their >> > paypal/google checkout info once, and all apps can make use of it for >> > in-game purchases. Google takes a cut, and makes money. Apple is >> freaking >> > huge due to iTunes.. this would be the same thing for google. Provide us >> > with the checkout/purchase API, and take a cut, 25%, 30%, whatever. >> > >> > It's evident a LOT of game developers, and even app developers, want to >> have >> > a way to make some money. Microtransactions has been reported on as >> being >> > one of the biggest things coming up for making money. Developers may not >> > make much on their games alone, but if their game offers simple in-game >> > purchases of some sort, the developer has another avenue of making some >> > money. The end result is more developers work this in to their >> apps/games, >> > providing more/longer lasting games, and Android benefits, and google >> > benefits too by actually making some money. I see nothing wrong with >> this at >> > all, I think it's fair if google put the leg work into the purchasing >> api >> > that we can all use, they get a cut. >> > >> > On Tue, Mar 23, 2010 at 10:20 AM, chris harper <[email protected]> >> wrote: >> > > Ok... Ok. >> > >> > > Guys. >> > >> > > I didn't realize that Google does not allow In-App Purchasing. >> > > After searching around the internet I see that Apple just allowed >> their >> > > developers this option but we do not have the same ability. >> > >> > > That kind of sucks but that's how it is. I currently have a little >> rain >> > > cloud above me and my PC as I write this. >> > >> > > I am ready to move on now. >> > >> > > I have to do some redesign on my app. I see am now going to go the >> same >> > > route that this application is doing: >> > >http://phandroid.com/2009/11/23/android-in-app-purchases-breached-by-. >> .. >> > >> > > Where they just make "updates" to there app available on the Market >> for >> > > additional features that they want their users to buy. >> > >> > > So my simple question is does anyone have any examples (or threads) >> that >> > > show or talk about how to update your app with another updated apk >> WITHOUT >> > > reinstalling the whole app again? >> > > So just to add updated features? >> > > This way I can put my app out there and put my updates in additional >> apk >> > > files on the market which users can buy. >> > >> > > Does anyone have any examples how the best practice is to do this? >> > > It involves app keys and all that I presume. >> > >> > > Thank you >> > >> > > On Tue, Mar 23, 2010 at 11:14 AM, polyclefsoftware <[email protected] >> >wrote: >> > >> > >> > > > > Disconnect wrote: >> > >> > "Ad revenue is a fee charged to the user" fails the 'reasonable >> > >> > person/common man' test. >> > >> > >> And what about the other part of my question? What makes you >> > >> absolutely certain that in-app purchases are forbidden under the >> > >> Market Agreement? >> > >> > >> I think as others in this discussion have demonstrated, the policy is >> > >> far from crystal clear. >> > >> > >> > ..and it STILL doesn't say "ask us about our contracts". (For that >> > >> matter, >> > >> > there is a market support forum. Try there.) >> > >> > >> Hah...good one. You'd have better luck putting a written note in a >> > >> bottle and throwing it in your swimming pool. >> > >> > >> Look, this and other policies that directly impact what and how we >> > >> develop apps are not always clear (another example is tethering). >> > >> Third-party legal advice will not resolve these ambiguities. The >> > >> clarification must come from Google. >> > >> > >> Some other Google services provide this type of business contact. >> > >> Android does not. 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