No In-App purchase for desktop Apps. How to deal with the Apple Store?

Share your experiences and ideas on how to market your LiveCode made products.

Moderators: FourthWorld, heatherlaine, Klaus, robinmiller

Post Reply
trevix
Posts: 1027
Joined: Sat Feb 24, 2007 11:25 pm
Contact:

No In-App purchase for desktop Apps. How to deal with the Apple Store?

Post by trevix » Fri Jun 14, 2019 11:01 am

From my searches, it is not possible with LC to implement in-app purchase for a OSX desktop standalone to be posted to the Apple Store (not for iOS).
As I understand then, in order to give users the chance to test the App, the only choice is to upload 2 Apps to the store:
- a full feature paid one (Pro)
- a free App, with some limits on the user experience.

From the App Store Guidelines I also read this:
Non-subscription apps may offer a free time-based trial period before presenting a full unlock option by setting up a Non-Consumable IAP item at Price Tier 0 that follows the naming convention: “XX-day Trial.”
I think this would need in-app purchase anyway, so no deal.

My questions then are:
1 - will limits appearing on the free App be a reason for rejection? (like a dialogs: "You can load a max of 3 docs for this free version. Go buy the Pro")
2 - what kind of business model are you using for this kind of situation?

Thanks
Trevix
Trevix
OSX 14.6.1 xCode 15 LC 10 RC1 iOS 15> Android 7>

trevix
Posts: 1027
Joined: Sat Feb 24, 2007 11:25 pm
Contact:

Re: No In-App purchase for desktop Apps. How to deal with the Apple Store?

Post by trevix » Sat Jun 15, 2019 7:06 pm

More on above...about copy protection.

Could't find any more recent info on Mac Apple Store copy protection then these:
https://forums.developer.apple.com/thread/68237
https://www.macworld.com/article/115701 ... nsing.html
https://stackoverflow.com/questions/232 ... r-appstore
And about AppleStore Receipt (that gets build inside the bundle at each buy):
https://developer.apple.com/library/arc ... TP40010573


For what I understand, the only option to protect a full Feature "Pro" version from being copied and uploaded anywhere on the web, i sthe Apple receipt. But it seems too complex for me to implement.

So all of this bring me to the conclusion that, on Mac desktop, making a "Paid" App (all features) and a "Free" App (with limits) doesn't make sense since most probably the Paid version will be available for free on the web in a few weeks or months.

Any tough on this?
Trevix
Trevix
OSX 14.6.1 xCode 15 LC 10 RC1 iOS 15> Android 7>

trevix
Posts: 1027
Joined: Sat Feb 24, 2007 11:25 pm
Contact:

Re: No In-App purchase for desktop Apps. How to deal with the Apple Store?

Post by trevix » Sat Jun 22, 2019 2:32 pm

I guess nobody really care posting LC apps on the Apple store.
Trevix
OSX 14.6.1 xCode 15 LC 10 RC1 iOS 15> Android 7>

bogs
Posts: 5443
Joined: Sat Feb 25, 2017 10:45 pm

Re: No In-App purchase for desktop Apps. How to deal with the Apple Store?

Post by bogs » Sat Jun 22, 2019 4:06 pm

I am sure someone does, but they may not have come across the issue. I can't answer, as I don't do anything on the mobile side, sorry.
Image

rodneyt
Posts: 128
Joined: Wed Oct 17, 2018 7:32 am

Re: No In-App purchase for desktop Apps. How to deal with the Apple Store?

Post by rodneyt » Mon Sep 19, 2022 2:00 pm

I am interested in this topic, if anyone has discovered anything further on this please post. I will do my own research...

Rod

Post Reply

Return to “Marketing Your Products”