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Which is the right way to display in app product prices? — Gideros Forum

Which is the right way to display in app product prices?

Hi, I am about to release my first game made with gideros. The release date might be the 5th of April. I fixed all my issues, designed the levels and everything and as a last step I wanted to make the prices in my shop match to the prices I get from play console because of the different currencies. Which is the right way to do it? Thanks in advance!
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  • Apollo14Apollo14 Member
    edited March 2019
    I'm also curious how it could be done :)

    Though I'd better not do it, I've never seen it in games that I played, probably because there's a reason for that. It's mentally easier to pay $0.99, $2.99, etc., prices look cheap.
    In local currency prices often look frightening.

    I found some info on topic:
    https://stackoverflow.com/questions/18108519/how-to-test-localized-prices-with-in-app-billing-v3
    I don't know if we can do it with current IAP plugin, or some additional calls are needed.
    > Newcomers roadmap: from where to start learning Gideros
    "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
    “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
  • SinisterSoftSinisterSoft Maintainer
    edited March 2019 Accepted Answer
    You get the text from the store...
    iab:addEventListener(Event.PRODUCTS_COMPLETE,function(e)
    	for i = 1, #e.products do
    		local p=e.products[i]
    		--id, title, description and price
    		print(p.productId,p.title,p.description,p.price)
    	end
    end)
     
    iab:requestProducts()

    Likes: Apollo14

    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
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  • antixantix Member
    @SinisterSoft does that return the original set price or the price where you are located?
  • SinisterSoftSinisterSoft Maintainer
    edited March 2019
    Where you are located (users currency and price as a string) + any descriptions you have done in the language of the user. Not sure if the language bit is automatic if you haven't added them manually in the Google play dev panel though.
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • @SinisterSoft thats the code I use. I solved the problem by using android.test.purchased instead of my actual ids on play console. This way I can test on the gideros player on my phone instead of having to export the apk, upload it on the store then download it and test again... (I did that a couple of times). I also noticed that the products come in the same order as you entered them on the store. So i had to use a table inside my game to store them the order I wanted them. My last problem (I have not solve yet) is the currency symbols. I use ttf fonts so I guess I will have to look for a free font that has the currency symbols and dedicate it to my store.

    Likes: MoKaLux

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  • You can add extra fonts in a sequence, so the first font is priority then if the character isn't found then it moves to the next.
    fonts={{file="fonts/main_font.ttf",sizeMult=1.0},{file="fonts/secondary_font.ttf",sizeMult=1.0}}
    font=TTFont.new(fonts,100,"",3)

    Likes: Apollo14, antix

    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
    +1 -1 (+2 / -0 )Share on Facebook
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