12-30-2010 07:09 AM
Submitted an app on 27th Dec and got received email, fingers crossed for approval.
Finishing second app today hopefully and submitting later if ready.
Guessing I won't here much now until new year.
BTW: Good luck all that have submitted apps and not got a response yet and congrats to those who have been successful ;-)
12-30-2010 07:56 AM
TheDarkIn1978 wrote:
i could have swore a while ago i read that eligible applications needed to be paid applications to qualify for the free PlayBook offer, but i can't find it in the terms and conditions. perhaps they were changed?
I'm fairly sure you misremember what you read, as I've never seen anything about that. I also don't see it in the Terms and Conditions but I don't think they've been changed either.
12-30-2010 07:56 AM
TheDarkIn1978 wrote:
i could have swore a while ago i read that eligible applications needed to be paid applications to qualify for the free PlayBook offer, but i can't find it in the terms and conditions. perhaps they were changed?
I hope it doesn't need to be a paid app. I would think that also a lot of free apps are needed to really compete with AppStore etc.
Therefore these should also be eligible for a free PB. I thought well why don't make my small game free and make another, bigger one which uses a lot of special feature of the PB with the free developer PB.
12-30-2010 09:27 AM
12-30-2010 09:47 AM
Keith (or others who know), how do you do a "try and buy"? (I assume that means free download and install, but with an expiry timeout so the user must pay to continue using.)
I thought that model would be supported only with the Payment SDK (to allow the in-app purchase that I assume is needed) but I thought that wasn't released yet.
12-30-2010 10:13 AM - edited 12-30-2010 10:13 AM
@peter9477: It payment SDK has not been released. He is talking about the vendor portal where it has an option to select the distribution method. That might change when the payment SDK becomes available.
12-30-2010 10:16 AM
Thanks, John. I understand he's talking about the vendor portal, but what I don't understand is how that supports the "try and buy" model.
I'm interested in learning what technical features are there that would allow you to let someone install and try an app for free, yet make them pay for it later (assuming that's what he's talking about). I didn't think there was a mechanism in App World that could disable an app for a particular user after a trial period, nor that would let you collect money after the initial download.
Perhaps I misunderstood what "try and buy" meant here.
12-30-2010 10:24 AM - edited 12-30-2010 10:29 AM
I believe all this will be clearer when the purchase SDK becomes available (along with signing, new SDK, new simulator, advertising SDK).
In general, a "try and buy" is as you describe. They (BB) also mentioned that the purchase SDK will support features, so in a "try and buy" scenario, you could allow them to continue to use the app and only certain features are available if they purchase them (eg. game levels).
This is just one more thing we have to wait for and then scramble to make the changes in time for the public release of the PB. Kiss your family and friends goodbye when all of these SDK's are dumped on us at the last moment.
12-30-2010 10:26 AM
hey peter,
from the sound of it they have a timer of sorts in their app. so when the user first loads the app on their device you can store the date installed in a database or a file somewhere. after that your program would check how long it has been since the app was installed and do a calculation every time it is opened. once the difference in time has been, say, 30 days the app could cripple its features or even stop loading up until the user inputs a key to unlock it. at least thats my understanding.
12-30-2010 10:31 AM
So if I've got this right, when Keith selected "try and buy" (or whatever the exact text was) it means his app may be marked as such, but in effect it's a free download, with no additional technical support yet implemented to let him collect money from the user.
And perhaps he's implemented an in-app timed expiry "feature" and is gambling he'll have time to implement a real Payment SDK-based way of actually collecting money and re-enabling the app, and updating what he's submitted to App World, before launch date when anyone will actually try downloading his app. (Since otherwise his first users would have unlimited free use of the app.)
Or something like that? I was just trying to confirm whether selecting "Try and Buy" when submitting the app actually meant anything, yet. I have several apps which I'd like to offer with that payment model, but thought I'd need to wait before submitting them as I had no means to implement it yet.