Tag Archives: how-to

Tutorial: How to Implement In-app Billing in Android – Part 2

Part 1 of this article was my guide on how to get started with in-app purchases in Android. It was published in July 2014. Finally, here is part 2. …

Part 1 covered the operational side of things: defining in-app products, application keys, etc. In this article, I will offer some suggestions on how to adapt the TrivialDrive code for your own app. The code provided with TrivialDrive is very well structured and we all can learn a lot from it. Most of the hard work is done in classes inside the util package of TrivialDrive. Without that package, the MainActivity would be much more difficult. The changes I suggest below are refinements on what is in the MainActivity provided by the Google team.
..
For my own work, I made the transition from the in-app purchases of the TrivialDrive sample app (Figure 1, left) to the purchases of my space war app (Figure 2, right). Continue reading

Posted in Android | Tagged , , , , | 1 Comment

Revised – Lessons From Angry Birds

Back in February 2014, I wrote an article about how I did tutorials in a space war game app. The article was “Lessons From Angry Birds: My Thoughts on Android Game Tutorials”. The topics covered include game tutorials, engaging users, and gamification. The article has been revised a bit, primarily because the game changed names from “Starship” to “Double Star”.

… See https://blahti.wordpress.com/2014/02/24/angry-birds-and-android-game-tutorials/ Continue reading

Posted in Android, Game Design | Tagged , , , | Leave a comment

Tridroid Presentation: In-App Purchases for an Android Game

I gave a presentation on August 7 to my local Android developers’ Meetup group, Tridroid. The presentation was on in-app purchases. The following topics were covered.

… In-App Purchases example: Trivial Drive
… Different revenue models for apps
… In-App Billing for Android
… What you should consider for in-app purchases
… How in-app purchases are handled in other apps (Angry Birds, Temple Run, Candy Crush Saga)
… In-app purchases in Double Star
… How many in-app items should you have?
… How do you call the player’s attention to them?
… Pricing considerations
… How to implement In-App Billing
… TrivialDrive example app
… Adapting example to your own app

… Download. If you’d like to download the presentation, the link is in the full article.
Continue reading

Posted in Android, Game Design | Tagged , , , , | 3 Comments

Tutorial: How to Implement In-app Billing in Android – Part 1

In an earlier article, I wrote about in-app billing inside an Android game app I am working on. This is the first of two follow-up articles in which I explain how to add in-app billing to your game or other app. In this article I will walk you through the steps for the TrivialDrive example program from the Android Developers website. That website provides a sample in-app billing (IAB) app. It shows you how to do simple in-app purchases and subscriptions. … The focus on this article has been on getting a working example going. That is a really important step. The TrivialDrive app will be your reference app as you move ahead with your own app. I do not recommend skipping the TrivialDrive example. There are too many things that can go wrong if you are learning the basics of in-app billing at the same time as you are adding items to your own app. Continue reading

Posted in Android | Tagged , , , , | 12 Comments

In-app Billing in an Android Space War Game

I am writing a series of articles about how to implement in-app billing for an Android game app. I will get that started by telling you something about the game app I am working on and how in-app purchases tie in to upgrades within the game. …

Starship is a turn-based, single player, space war game. You command a very powerful starship. Your mission is to find and destroy alien starships that have invaded the galaxy. … As you play the game, you earn gold coins. The coins can be used to purchase items that improve your capabilities. …

This is the first of a set of articles. Topics covered:
suggestions on how to get started with the TrivialDrive demo program from the Android Developers website;
adapting the TriviaDrive demo to your own application;
tips and suggestions for testing in-app billing;
how to implement your own Upgrades screen;
different ways to invite players to upgrade. Continue reading

Posted in Android, Game Design | Tagged , , , , | 3 Comments

Android Rotate and Scale Bitmap Example

I built an Android demo app so I could test my understanding of displaying bitmaps on a canvas. I had done scaling of bitmaps, rotation of bitmaps, and translation from one origin to another, but I had not done more than one of those transformations at a time.
Full source code for the Android example is provided. Continue reading

Posted in Android | Tagged , , , , | 2 Comments

Eclipse Debugging Fix for Nexus 7 and Galaxy Nexus

I found a way to get debugging back for my Galaxy Nexus while running Eclipse on Windows 8. It was very annoying to go without using ADB for my Galaxy Nexus. I had about 3-4 months where Eclipse ADB would not detect my device. I would turn debugging on and off, reset ADB with kill-server, reinstall device drives, but got nowhere. … Fortunately, Google searches related to Nexus 7 and ADB got me to a Stack Overflow page that had the information I needed. What I needed was buried in one of the comments: “how to activate USB debugging for the NEW Nexus 7 on Windows 8″. Continue reading

Posted in Android | Tagged , , , | Leave a comment