RPG Maker MV unofficial Android client with In-app Purchase

onlimono

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Hey, guys. I recently implemented IAP services on the Android system.

Already you know, there are a lot of marketing advantages to distribute demo games before distributing paid games on the Android system. This client can provide demo version and full version simultaneously by supporting in-app purchase.

Before implementing IAP, I think that you should know how to port to Android and use some scripts. But try it because it is not so difficult.

[Github]

You can easily implement IAP by going to the provided Github link, downloading the file, and following the instructions.
 

Kes

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I've moved this thread to RPGMaker MV Deployment. Please be sure to post your threads in the correct forum next time. Thank you.

 

Eliaquim

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Wow!! I finished to read the github tutorial now!
Man, this is a great thing for the community!! Thank you a lot!!

I try to download your demo, but it says that my device is not compatible. Although I already play some rpg maker games on Google play.

My phone is an LG X POWER 2 GB RAM. Android 6.0.1 marshmallow.
https://m.gsmarena.com/lg_x_power-8133.php - for more details.

So can you tell what's the deal to compability?
 

onlimono

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Wow!! I finished to read the github tutorial now!
Man, this is a great thing for the community!! Thank you a lot!!

I try to download your demo, but it says that my device is not compatible. Although I already play some rpg maker games on Google play.

My phone is an LG X POWER 2 GB RAM. Android 6.0.1 marshmallow.
https://m.gsmarena.com/lg_x_power-8133.php - for more details.

So can you tell what's the deal to compability?
Thanks for your trying!

New apps to launch in 2019 have to support at least Android 8.0. So I also unlocked my Redmi Note 4, and installed Android 8.1.
 

Lakaroth

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Wow this is amazing...
I find a problem, maybe is the same problem that i have even with RPG Maker MV unofficial Android client By Xilefian i suppose
you write your client starting from that.
With latest Android Chrome version 72.0.3626.76 i got a black screen.
I've tested in more tan 20 devices (i'm talking about Xilefian client, the latest version and a blank RMMV project)
Maybe is the same error?

Images:

 
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Eliaquim

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Thanks for your trying!

New apps to launch in 2019 have to support at least Android 8.0. So I also unlocked my Redmi Note 4, and installed Android 8.1.
Sorry, I do not know if I got it right. I mean will it only work if my android is 8.0 or higher?
Is there a way to enable at least android 6.0 to work through the development?

Or did you mean that this is a google play rule right now. What applications with transactions will only work on android 8.0 or higher?
 

onlimono

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Wow this is amazing...
I find a problem, maybe is the same problem that i have even with RPG Maker MV unofficial Android client By Xilefian i suppose
you write your client starting from that.
With latest Android Chrome version 72.0.3626.76 i got a black screen.
I've tested in more tan 20 devices (i'm talking about Xilefian client, the latest version and a blank RMMV project)
Maybe is the same error?

Images:

Sorry, I’ve never experienced that kinds of errors.
 
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onlimono

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Sorry, I do not know if I got it right. I mean will it only work if my android is 8.0 or higher?
Is there a way to enable at least android 6.0 to work through the development?

Or did you mean that this is a google play rule right now. What applications with transactions will only work on android 8.0 or higher?
Yes, it only works 8.0 or higher, and it’s a Google Play Rule.
 

Lakaroth

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Sorry, I’ve never experienced that kinds of errors.
It's not your fault :)
Must have changed something about google chrome, maybe security stuff...
Hope you or Xilefian fix this, your work guys is amazing... and now with Purchase in app!!!
It's a dream :)
 

TehGuy

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Yes, it only works 8.0 or higher, and it’s a Google Play Rule.
The rule is that apps must target API level 26 / Android 8.0 (via targetSdkVersion) but your app can be configured to support an earlier API level via minSdkVersion in your app's build.gradle
 

onlimono

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The rule is that apps must target API level 26 / Android 8.0 (via targetSdkVersion) but your app can be configured to support an earlier API level via minSdkVersion in your app's build.gradle
I know that. However if you set targetSdkVersion to less than 26, upload to Google Play Console would be denied.
 

TehGuy

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I know that. However if you set targetSdkVersion to less than 26, upload to Google Play Console would be denied.
I think what I'm getting stuck on it the target shouldn't be affecting the minimum all that much unless Google really bungled something up again, ie, there shouldn't be any reason the app only runs on Android 8.0+ if the minimum sdk hasn't also been set to 26
 

onlimono

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I think what I'm getting stuck on it the target shouldn't be affecting the minimum all that much unless Google really bungled something up again, ie, there shouldn't be any reason the app only runs on Android 8.0+ if the minimum sdk hasn't also been set to 26
Thank you! I misunderstood. I finally understood the difference between minSdkVersion and targetSdkVersion, and I made the app more compatible.
 

Eliaquim

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Thank you! I misunderstood. I finally understood the difference between minSdkVersion and targetSdkVersion, and I made the app more compatible.
=0
So you think this is gonna work now?! With android 6, according to the explanation of @TehGuy ?
 

Eliaquim

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hi @onlimono !
I'm studying ways to add a donation button in the game.
So, I want to know if, with your implementation of IAP services, I already can do that.
Or I will only be able to use this kind of app purchase demo/full version of the game?

And, about the script call:
"window.IAP.purchased()"
Do I have to put the ID of my product inside the () like a string?
window.IAP.purchased("myProductId")

Can I put more than one product for people to buy?

For example, let's say I have two products:
myProductId1
myProductId2

How can I specify in a conditional branch if the player has purchased a specific product(Assuming I can sell more than one product)?

Code:
if(window.IAP.purchased("myProductId1") == true) {
// do stuff};
 
if(window.IAP.purchased("myProductId2") == true) {
// do stuff};
Also, have another problem too:
I made an event with the script call "window.IAP.purchaseGame()", just for test if everything is ok.
So the window for purchase is open.
But when I decide to not buy, if I press on the back button of android OR touch at any point on the screen, outside the purchase's window, the game resets automatically.
How can I handle this?

I post this issue in your GitHub too ^^
 
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onlimono

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hi @onlimono !
I'm studying ways to add a donation button in the game.
So, I want to know if, with your implementation of IAP services, I already can do that.
Or I will only be able to use this kind of app purchase demo/full version of the game?

And, about the script call:
"window.IAP.purchased()"
Do I have to put the ID of my product inside the () like a string?
window.IAP.purchased("myProductId")

Can I put more than one product for people to buy?

For example, let's say I have two products:
myProductId1
myProductId2

How can I specify in a conditional branch if the player has purchased a specific product(Assuming I can sell more than one product)?

Code:
if(window.IAP.purchased("myProductId1") == true) {
// do stuff};
 
if(window.IAP.purchased("myProductId2") == true) {
// do stuff};
Also, have another problem too:
I made an event with the script call "window.IAP.purchaseGame()", just for test if everything is ok.
So the window for purchase is open.
But when I decide to not buy, if I press on the back button of android OR touch at any point on the screen, outside the purchase's window, the game resets automatically.
How can I handle this?

I post this issue in your GitHub too ^^
Sorry for late response. I think you can do that.
Refer here: https://github.com/anjlab/android-inapp-billing-v3.
 

EseQueL

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Does this only work for demo->full purchases or I can use this for in-game item/currency/resource purchases as well?
 

Eliaquim

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Does this only work for demo->full purchases or I can use this for in-game item/currency/resource purchases as well?
@onlimono tells me that we can do that. But I think it would require some changes in the code in the Active file on app, inside android studio.
But i'm a newbie in this, so i'm learning how to do it.
See the coments above.
 

Raggon

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any chance you can add a new project to the github that has a purchase link?

Ehhh Great work thanks! gotta do more reading and mod adding!
 
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