12-24-2012 05:56 PM
This is somewhat of a beginner's silly question about in-app purchases so bare with me please
Do you download content when you make a purchase or do you just unlock code? If you download content does RIM host it similar to the bar file of the app? Or do I need to have my own servers host downloadable content? (or perhaps a 3rd party like scoreloop)
So for example, if I'm making a game with 50 levels and the basic version has only 30. Do I code up and release all 50 in one bar file but wrap access to 20 of those levels within some type of if statement where I check the payment receipts?
OR do you release the game with 30 levels and then once the user makes the payment they download the extra 20 on their phone?
I'm currently looking into doing in-app payments so this is why I'm asking. Originally I thought you downloaded the content ( like xbox DLCs ) but the sample code / documentation don't mention anything about downloading content.
Thanks in advance
Solved! Go to Solution.
01-02-2013 09:06 AM
It is 100% up to you. If the files are large then it may make sense to build them into the app so the user does not have to wait to download them.
Any downloads would need to be hosted by you, the App World servers only host apps.
01-02-2013 09:41 AM