In app purchase problem?

I'm all out of ideas so I'm bringing it to the hive mind. I'll lay out my goals and then tell you the problems I've hit:
- I have in game currency consisting of diamonds
- I want to set up 4 in app consumable purchases in the amount of 100,250,500,1000
- After a successful confirmation I would like to save the attribute, and then change a Boolean attribute to false (menu control)

Thats about it... NOW onto the problem. I've created the menu system, it hinges on the boolean (hide/show), and all buttons prompt me for a purchase. On face value that seems like everything works but here's the problem: I cannot set a increase in diamonds with a purchase... Better shown than explained:

http://d.pr/i/XtvV

I don't think my GS program is responding correctly, at least not in the MAC way to display a consumable purchase (extra input field)... And when I take it to my mac GS freezes up and will not allow me to even LOOK at the backstage for it. So absolutely no help there! I wanted to have the save and purchase attribute hinge upon a successful confirmation BUT I cannot tell the purchase attribute that there are any purchases at all... Gives me a red square (as shown here http://d.pr/i/tpOF).


So my best hope right now as far as I can tell, is to order it in this manner as a 1.2.3. logic tree. Hoping that the purchase is successful and nothing skips. Does this make sense and is something wrong with my setup... or am I not seeing something obvious?



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