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Participant
June 15, 2011
Question

IN-APP PURCHASE and other flash packager limitations

  • June 15, 2011
  • 19 replies
  • 8456 views

Hi,

I am a mobile developer in a major, if not the biggest game company. We are currently working on a game that needs in-app purchase and that will be multi-platform (IPad, IPhone, Android, Pc, Mac, and Web)

We considered Flash as a multi-platform/screen development tool but the lack of an in-app purchase feature is a huge problem for us since it’s a key element of our game development strategy..

My question is: Does anyone know any workaround to make it happen?

If not: Is this feature planned in the future updates?

That makes me wonder: Can anyone enumerate the flash packager limitation in terms of features?

Is it possible to create a module in Objective C that would communicate with a flash packaged game?

I am very surprised that little information can be found on the web since it’s a very important feature for serious game development.

This topic has been closed for replies.

19 replies

Inspiring
April 6, 2013

dmclellan wrote:

I am a mobile developer in a major, if not the biggest game company. We are currently working on a game that needs in-app purchase

Something to consider if you're a high-profile developer:

http://www.padgadget.com/2013/04/03/patent-troll-company-lodsys-sues-disney-for-in-app-purchase-infringement/

Known Participant
April 7, 2013

By the way, I found my error and Saumitra Bhave's free ANE still works fine

Known Participant
June 20, 2012

In-app purchase for iOS/Android is not a problem at all. It took me just about a day to develop a native in-app purchase extension for both iOS and Android. I use it in my Flex application published on Apple App Store and Google Play and it runs smoothly. If you don't want to waist time for developing and testing your own (for me it was just a fun thing to do) then you can buy a commercial extension. Without even trying I found at least a couple.

Participating Frequently
June 15, 2011

In-app purchase is supported on the Blackberry Playbook: http://renaun.com/blog/2011/01/using-blackberry-paymentservice-with-adobe-air-for-the-playbook/

In-app purchase on iOS and ANdroid should be supported in a future release, either directly or through the extension API we are working on. On Android, you can create a hybrid AIR/Java app (see http://www.jamesward.com/2011/05/11/extending-air-for-android/?replytocom=163323), although that isn't officially supported. I haven't heard of someone doing anything similar on iOS.

Known Participant
June 15, 2011

Hi Joe,

Do you know if this will work for iOS Game Center also, another really important feature for iOS game developers?

Thanks,

/Andreas

Participating Frequently
June 16, 2011

I suspect it will, but I don't know how the game center works, so I can't say for sure.