Today I saw the IAP finally working! Along the way I had to actually figure out how to use the Play Console's Closed Alpha Track. I'm not sure what the breakthrough was, but I've now seen the listing and installed on the devices, huzzah! I spent a while fixing up lots of odds and ends,… Continue reading Day 51 – Early Access
Tag: monetisation
Day 50 – Still going…
I continued bashing my head against the installation of the IAP package today. Overnight, Unity 2019.2 came out of beta, so I jumped on that in the hope that it'd fix my problem. It didn't. But it was different - Unity would get stuck in an infinite cycle of trying to import FacebookStore.dll; I saw… Continue reading Day 50 – Still going…
Day 49 – The Final (almost)
Today was the Love Island final, marking the official end of my jam. While I was happy the I was ready to ship the game, I felt it worth spending an extra day to try and get the No Ads IAP working. I've taken a drastic approach to fixing the IAP library bug I had… Continue reading Day 49 – The Final (almost)
Day 47 – Feedback
I started today by continuing with the IAP implementation, however a bug in Unity is preventing me from loading up the project once the IAP plugin's been installed. Sadly it's a total blocker - Unity simply quits during load. I'll either need to wait until a new version of the alpha's released, and hope the… Continue reading Day 47 – Feedback
Day 46 – IAP
Today I spent redoing the app icon, as it wasn't framed quite right on my phone screen. Then spent the rest of the time learning about, and implementing an In-App Purchase to disable ads. Still more to do on that tomorrow.
Day 28 – More UI
Today I continued with the new grid-based main menu. I've added the Play button to it, and removed the old UI-based menu. There were a few things I had to disable with it that proved a bit awkward but necessary for stability (eg random tile flipping, the player rotating tiles). I then turned my attention… Continue reading Day 28 – More UI
