Game Development Community

iTGB (and iTGE - sorry for cross post) in-app purchasing

by Andy Hawkins · in iTorque 2D · 08/24/2009 (12:43 am) · 3 replies

Is in-app purchasing (or microtransactions) support by these two game engines?

#1
08/24/2009 (2:46 am)
Nothing in the engines yet, and it's also a bit trickier to set up. To make an in-game store, you need a server with SSL certificates, server code to handle the transactions and the StoreKit. The latter can be tested with dummy certs against Apple's test servers (or used to be, anyway), but the whole StoreKit implementation is far more work out of the client than inside.
#2
08/24/2009 (4:48 am)
Then how about linking to URL from within the app?
#3
08/24/2009 (9:07 am)
If you want to sell via a webpage, you can embed a webview and display a store, or more practically, get an XML list of products before embedding a store with any payment options. Still should use SSL for security, of course, or at least a PayPal payment option (which saves you that expense+hassle).

The only question then is whether Apple will approve it. There ARE 2.x apps where you can buy books (pre-Kindle app), so it should be OK. They only have one definitely forbidden type of download, and that's more executable content.

So no downloading programs, possibly not script (define 'script' :). Level/model/skin packs are fine. Not too steady on the rules regarding services, but I think Apple will treat any in-game store the same whether you use StoreKit or not.

In any case, it's probably going to be a little bit of custom work to get this into iTGB. Preferably use a lightweight CMS on your server, making a barebones page for the shopping basket/payment, and use a tried and true PayPal plugin.

Now use some HTML control from the Torque GUI with data loaded from these barebones pages. I'm not sure if you can make a minimal browser in it (two-way communication), but there's always the OS method via UIWebView then :)