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We start February with a lot of new templates listed on our website: iOS, Android, Unity and Corona items ready to be customized and launched on the app stores.

For this first week, we have made a selection of the best 6 new app and game templates. Are you ready to see them? Here they are:

iOS App Templates

Birdy Bird

7768A top-selling app with an endless gameplay. Everything is customizable via the easy-to-use configuration files. Features: it supports the main social media networks, Gamecenter, background music and sound effects. Four ad networks integrated and “Gems” in-app purchases to be collected during the game!

Dubsmix – The Fun Way To Communicate

7657Super easy to use, you must simply select from the app’s list of available sounds, which are browsable by category, and tap to start recording your Dubsmix-styled video selfie. It uses for online database (sounds). It is provided with 3 ad networks and one in-app purchase.

Android App Templates

Awesome Photo App (Mirror Photo)


A powerful photo editing app with an awesome mirror effect that your users will love. The source code is integrated with the best SDKs to help you make the most of user acquisition and app monetization. Fully documented!



Multiplatform app and game templates

Shades: Simple Puzzle (iOS and Android)

7654Similar to the Simple Puzzle Game that has been recently named as the App of the Week on the iOS App Store and that has been hitting the top charts in many countries. This app template has a fully optimized code and an addictive gameplay. Full of amazing features and with different channels to monetize.

Crazy Ox Endless 3D Running Game in Unity

7571Crazy Ox is a fun and addictive endless runner game. Many endless runners are incredibly popular and they never get old – users play them as a hobby! This app template can be set in English and Chinese as you prefer!

Now, it’s time to choose yours and customize it to your needs. If you need some ideas, write us in the comments below! We’ll do our best to help you :)


When I launched my first app, Mustache Bash, back in April 2012, I used what was then a little-known technique to get approximately 100,000 downloads in less than 48 hours for free.

After the app was approved, I set the price as $1.99 and published it. I then emailed, texted, and called friends and family, and asked them to download Mustache Bash and leave a review. Within a day or two, the app had over 20 reviews.

These activities set the stage for the technique I mentioned earlier: about a week after launch, I dropped the price from $1.99 to free, and all of the app review sites that track price drops for four- and five-star apps took notice and put up posts about Mustache Bash.

The technique worked so well that I tried it will my next app. Guess what? The price-drop only brought in around 8,000 downloads.

I share this story to emphasize a very important trait of the App Store (and also, Google Play): it changes constantly. What worked yesterday won’t work tomorrow. (Those readers who have already published apps will be nodding their heads by now.)


If you want to make money with apps, then you’ve got to watch trends, and focus on these app reskinning fundamentals, which are surprisingly easy to forget:

1) Apps don’t make you money; customers do.

What do I mean by that? You’ve got to spend money on marketing. Most developers I know—and frankly, I’d include myself in this group—spend 80-90% of their budgets on design and development. By the time the app launches they’re too strapped for cash to pay for marketing and promotion. You can have the best productivity, photo, or health app in the world, but if you can’t pay for a big marketing splash, it will sink straight to the bottom of the ol’ app ocean.

The smart developers I know spent 80% of their budgets on marketing, not product development.

Believe me, you cannot afford to ignore marketing. The day you begin development is the day you begin marketing. And when you finally publish the app, you should only be about halfway through with your launch strategy.

2) As any market matures, good design helps to separate the winners from the losers.

You might think you can’t afford top-quality design—i.e., $75 USD or more per hour. That is short-term thinking. Long-term thinking suggests the opposite: you can’t afford low-quality design.

If your app’s user interface is frustrating to use or your game’s character artwork looks like you put Super Mario Brothers and neon dyes in a blender, then most people will make a snap judgment and move on to a new app or game.

Don’t skimp on design. Come up with the absolute biggest budget you can afford (and then add another 50%).

3) Your budget is not your budget.

You’ve got to think of your app as a butterfly with multiple life cycles. Version 1.0 may only be the caterpillar. The goal of v1.0 is to figure out whether or not your assumptions about monetization and ROI were correct.

Versions 1.1 through 2.0 will involve using customer feedback and your own product roadmap to iterate quickly and improve monetization. Your app is in a chrysalis figuring out how to be a butterfly—that is, a money-making machine.

Thus, your original development budget is only your budget if you factored in 5-6 of these updates.

4) Feature creep is like high cholesterol for your app business.

Most apps just have too much going on. They’re like buffets: they do a lot of things reasonably well, but they don’t really do anything with excellence.

By contrast, the best apps typically begin their lifecycle by doing only one or two things really well: they scan documents accurately, or they enable you to put stickers on your digital photos, or they teach your kids the alphabet. They don’t also teach your kids numbers, and long division, and how to tie their shoes, and how to sell Girl Scout cookies.

The best apps deliver one complex idea or task in a simple package. Sure, you can take on a really ambitious project down the road. But don’t start with a dauntingly sophisticated project like Faded. All those extra mediocre features may just clog up arteries. Your app doesn’t need tons of sugar to make money. It needs simplicity—protein—to make money.

KISS: keep it simple, stupid.

5) Reskinning offers an inexpensive form of market validation.

By licensing an existing source code, you can minimize your app’s startup costs while also getting a working prototype into the hands of real people.

You can play around with App Store Optimization (ASO) and launch tactics. You can fine-tune your app icon, screenshots, keywords, app name, description, app size and experiment with the right mix of reviews and other launch marketing tactics. You can try a new market or test new themes, features, or ideas in an established market.

For my startup, we created a “minimum viable product” before we started scaling our app into a full-featured platform. The more sophisticated apps that we release later will have a much better chance at profitability.

In short, reskinning helps you keep costs down while diversifying your app portfolio.

6) Look for hungry crowds.

You can create a product that is absolutely best-in-class that nobody wants. You can create premium Wagyu beef on homemade hamburger buns with your secret recipe ketchup, and if your restaurant is in a predominantly vegetarian neighborhood, you’ll still go out of business.

Instead of starting with what you want to create, start with what people are buying.

The App Store is brilliant in that respect: it’s a research tool that enables you to do free market research (by seeing which apps are successful), free crowdsourcing of new ideas (by reading comments for competitors’ apps), and cheap beta testing (by publishing apps and gathering feedback).

Develop apps now to feed hungry crowds. The profits from these apps can later help fund your “passion projects”—those apps that may not have a huge market or upside but that you would personally enjoy.

To see how my team has put some of these app reskinning fundamentals into practice, check out Flip Flip Fox.


Austin L. Church is Founder & Chief Newt at Bright Newt Apps.


This is another, super-exciting 48hrs Flash Sale. Today’s proposal is an App Template that is a slam dunk!


Why you cannot miss it?

Places Near is a location-based native iPhone application that allows users to discover recommended places near their current location. Now, you can create your own location based app thanks to Places Near.

This starter kit provides a working base for building location-based iOS apps. It can either be used as a standalone application or integrated as a module in other projects.

That’s not all…

The app comes with a powerful Parse admin panel. You can manage your application data on admin panel such as your categories, places, deals and user reviews!

Believe me when I say this is one of the nicest App Template I’ve seen in a while.

Are you still considering the option whether or not to buy it? This app’s real value is $299 and now is 70% Off – this means for 48hrs you can get it at $89!

The countdown has already started! Get Places Near for iOS here.



Are you struggling to guess which app will be the next hit in the app stores? Worry no more, we are here with the most promising app templates of the week. Get inspired, set your goal and launch your app.

iOS App Templates

aa Nodes

aa nodesA fun arcade iOS game easily customizable! The gameplay features several levels with increasing speed and game difficulty.  Four skin colors available: black, blue, pink and yellow.Among the included features you’ll find: share and rate options, increasing difficulty and level selection, sound on/off button and iAds advertising to help you boost your revenues.

Flip Flip Fox

FlipFlipHeroThis endless tap-flip game is extremely versatile. The code serves equally well as a rewarding yet basic iOS tutorial for beginners and a simple, inexpensive reskin option for experienced developers. In-app purchases and iAd ads are included!

Q Mystery Phrase

q mysteryQ Mystery Phrase is a game where you have to match question or words with the response on the center of the screen, note that you can add unlimited questions. This game has Game Center Leaderboards implemented and iAd are provided!

Android App Templates

Dash Up!

Dash UpDash up the ball as high as possible in this incredibly addictive and minimalist game! Sounds pretty simple, right? You’ll be surprised how hard it is! All built in Unity and includes features like Google Play Services, Facebook Share and Rate Pop-Up.

Hunter Willie

Hunter WillieHunter Willie is an interesting arcade style side scroller that has you taking down all manner of monsters in this spooky dungeon. It’s ready for Android 5.0 and icludes Google AdMob to monetize

Word Brain Game

Word Brain GameWord Brain Game is an addictive Word Puzzle Game where you have to find the word in 5 different game play.! Google Leaderboard, banner and interstitial AdMob ads are available!

We hope you enjoyed our selection of the most promising apps for this week and if you are about to launch an app, don’t forget to share your experience with us.

Good Luck!


How many times have you failed to complete a specific task before a certain deadline? Even if you know it’s very important you still can’t manage to get it done. Part of the reason why we can’t seem to get anything done is because we suffer from procrastination on a daily basis. It’s also because we simply forget the things that must be done, but thanks to one very special app, you don’t need to worry about that anymore.

finish-app-planner app templateThe Finish app – your personal task manager

With the help of the Finish app all your problems will disappear for good. It’s the ultimate to-do-list on steroids and once you look under the hood you’ll see how powerful it can be, especially to those who need a constant push to get anything done. If you were to tell someone how it works in the simplest way possible you would tell them it’s an app that will let them throw in every single task they need to complete so they all get done on time.

How does it work?

The way it works is a little different from other apps, because it’s based on specific time frames and it’s also advanced enough to take care of lots of things behind the scenes, which will free up even more of your time. When building Finish app the developers wanted to make it as effortless as possible for users, so when you enter a task into the app you only need to mention what needs done and how many days you need to complete it.

Based on the time you have to complete a task it will fall into 3 separate categories, which are short term (0-2 days), mid-term (3-7 days), and long term (8+ days). Although these time frames come as standard you can customize the number of days in each category easily from inside the app. Now that you know how easy it is to enter your tasks we’re now going to look at how Finish works behind the scenes.

Gentle reminders

You might decide to enter a task that should be completed within 6 days, so the app would automatically throw this into the mid-term category. After 4 days it would then be moved over into the short term category and you’d know you better get moving to complete the task, whereas you wouldn’t get as big a hint in other apps. It will also send you push notifications letting you know when time is running out in case you don’t keep your eye on the app all the time.

Finishing a task feels great

Once you’ve succeeded in completing a task you’re left with the most rewarding job of them all. Swipe across the task and tap on the icon indicating you’re done before giving yourself a pat on the back. Everything you complete doesn’t just disappear, so if you want to view any completed tasks you can find them easily in the archive section. Once you start using the Finish app your productivity will skyrocket and it’s the best thing on the market to ensure procrastination never haunts you again.

To Do List, planner, organizer and reminder iOSOf course it’s not the only task management app out there, and these apps are becoming more and more popular amongst those with busy lives. If you have in mind an app that is better than the Finish app, you get started by choosing one of the many templates available at Chupamobile: To Do List, Wedding Planner, Office Suite, i.Plan i.Do, i Smart Plan.

You can be launching your own task management app in a matter of days, and making people’s busy lives a little more easy to manage – now there’s something to tick off your to-do list!


If you’re looking to increase your Android app monetization you might want to learn more about in-app purchases. In the previous articles I talked about the high-level aspects of the topic and the initial steps to the actual implementation using Eclipse with the Android SDK.

Today, I will guide you through the final steps to implement in-app purchases and give you some personal advice about it.

android-part-3Testing with Dummy Data

Our app currently has a lot of dummy or “static response” data provided by Google.  We should ensure the basic code we have created is working correctly before introducing our own SKUs, prices and other variables.  You cannot test In-app purchasing/billing using the emulator.  You will need to load your app onto an actual device that is running Android version 1.6 or higher.  The easiest way to do this is to connect your device to your PC via USB and right click your app in Eclipse and choose “Run As Android Application”. Then click the “Buy” button in your app.  If you see the following screen, you are on the right track.


Then click the “Buy” in the Google Play purchase dialog which should then create a screen similar to this:


Real Data

1.      Creating Your Own SKU

Once we have successfully tested our code using Google’s static response data, we can load our own SKU into the app.  Find the line in your code that says:
static final String ITEM_SKU = "android.test.purchased";

Change what is in the parentheses to the SKU you want for your own product.  The line of code for my app became:
static final String ITEM_SKU = " pro.template.pack ";

2.      Upload APK

Now package your code (full export with Keystore signature) and upload it to the Developer Console.  If this is the first time you have uploaded an app to Google Play, follow the steps in the Android app publishing tutorial, and then come back here. Be sure to “ALPHA TESTING” rather than “PRODUCTION”.

3.      List Products in Developer Console

The In-App Products page in Developer Console only appears if you have a Google Wallet merchant account and the application’s manifest includes the permission.  Once you have uploaded an APK with the correct permissions, you will have the option to list your product by clicking “Add new product“.


Once you click “Add new product” there are seven pieces of information you will need to enter.  The process is similar to setting up a paid app:

  1. Product Type – the first thing that will happen is that you will get a dialog box in which you designate the product as Managed, Unmanaged or Subscription
  2. Product ID – in the same dialog box, you will enter the Product ID. This is also referred to as your SKU.  It is not visible to your users, but it should be unique and descriptive.  The letters can only be lower case, but you can also include numbers, underlines and dots. Once you press Continue, you will enter the rest of your information.dan7
  3. Languages and Translations – this works the same as Languages and Translations for the app itself. You can localize by entering custom translations or selecting for Google to provide the translation of the title and description. The default is that In-app products inherit the app’s default language.
  4. Title – This will be visible to the user. You can include numbers and letters (upper and lower case.)  For optimal viewing by users, the title should be less than 25 characters, but it can be up to 55 characters long.
  5. Description – this is a required field and will be visible by users. Should be very descriptive.  Can be up to 80 characters long.
  6. Price – a default price in your home currency is required. You can also specify prices for other currencies as long as they are listed as one of the app’s target countries.  You can manually enter a price for a currency or allow Google Play to provide the conversion.
  7. Publishing State – this is at the top of the screen. The default is “ – Inactive”.  Click the button and choose Activate.  Once you do this, it will take a few hours to propagate across Google’s servers.

It will then take a few hours to propagate through the Google servers.  With your app itself Published in Alpha and the In-app product in Active status, you are now ready to test.

4.      Testing

Google does not allow us to make test purchases with the same Google ID (Gmail) as we use for the Developer Console.  You have two options:

  • Recruit testers – simply get Gmail addresses of willing friends, family and colleagues. They will need to enable USB Debugging on their device. USB Debugging enablement can vary by device, so do a Google search to learn how to guide your tester on this.  Help them help you.
  • Create your own alternate Google IDs – you can create alternate Gmail accounts to test on your own device. When you do this, you will need to go into Settings on your device and enter this account under Users, then log into the device with it.  This can be a little tricky, and you might need to Google how to accomplish this with your particular device.

Once you have some Google IDs for testing, click on Settings for your app in the Developer Console and scroll to the “LICENSE TESTING” section.  There, you can enter up to 400 accounts for testing, then press Save at the top of the screen.  You and your testers can now make as many test purchases as needed without fear of incurring actual charges.  If you skip this step, charges will be incurred as I learned when I received a PayPal email “You have authorized a payment to Google”.


To test In-app purchases, you cannot simply run the app from Eclipse while your device is connected as in the earlier test phase.  Now you will need to export the app (including signing it with your Keystore) and copy the APK to the test devices.  Make sure all previous versions of the app are uninstalled, then install the new APK and test away.


Once your testing is complete, you will need to upload the latest version of your APK to the Developer Console and push to “PRODUCTION”.

Final Thoughts

This article follows a “happy path” meaning everything goes well.  But in reality, things did not go perfectly for me, and they probably will not for you.  Implementing In-app purchases is a multi-step process that is more complex than I had anticipated. There are fewer online resources for learning than I would have expected for such an important topic.  In fact, while creating this tutorial, I had to enlist a professional developer (found through Fiverr) to untangle the mess I had created.

Do not let the complexity hold you back.  Read the documentation that Google provides at  Follow this and other tutorials.  Google any errors you encounter in your code.  Enlist professional help if needed as I did.  Be patient but persistent.  Do move forward with your app the way you feel it should go. Good luck.  And always, please use the comments section below to share your experiences.


These days, almost everybody leads a hectic and busy lifestyle, which is why it is useful to have whatever help we can get in order to make our busy lives a little easier and more enjoyable. Mobile phones are no longer a luxury but rather a necessity these days. These perform a lot of functions and are also equipped with apps that make our life easier. If you’re looking at developing apps, there are a few great app templates that will enable you to bring out a utility app that not only looks good, but will perform well, ensuring your customers have nothing but good things to say about your app. Why not take a look at the app templates below and see what you could make of them.

Social Feeds Kit

Social Feeds Kit iOS

This utility app template allows iPhone users to control all their social media apps on the phone such as Vimeo, Instagram, Flickr, Twitter and Facebook in one place. These make the task of presenting social feeds easier because you don’t need to visit each platform separately. Time saving is a great thing, and your customers will certainly thank you for saving theirs.

Facebook Page Feeds

Facebook Page Feeds iOS

This one is meant for Facebook addicts. It is completely reusable, localizable and customizable. The app can be used for viewing the public posts on a Facebook page without being redirected to Facebook. It also offers pagination in case of excessive posts and is capable of tagging and detecting URLs in the text of posts.

Twitter User Timeline

Twitter User Timeline iOS

One of the best utility app templates for iPhone users who are addicted to Twitter, this one allows you to view tweets and reply to them directly, straight from the app. You can also view the dates on which the Tweets were posted. The app is also capable of offering tag, URL and user detection pertaining to a tweet.

YouTube Videos Controller

YouTube Videos Controller iOS

This one allows you to perform all common functions pertaining to YouTube. Not only can a user play videos of YouTube on this app but such videos can also be shared on other platforms such as Twitter and Facebook. The app also offers pagination for more YouTube videos.

Instagram Photo Stream

Instagram Photo Stream iOS

This is an elegant solution to viewing the pictures from a person’s Instagram account instead of having to visit their Instagram page. The app gives you the ability to save the photos to the phone’s camera roll, share them on Twitter, Facebook, etc. and even view their comments all in one place.

Flickr Photo Stream

Flickr Photo Stream iOS

This utility app template displays the public photographs of a Flickr user. It makes sharing the same picture on Twitter and Facebook easier and the user interface is also extremely easy to navigate.

Vimeo Videos Controller

Vimeo Videos Controller iOS

Yet another useful app template, this one allows you to view the latest videos of a Vimeo user on the app itself and also makes the task of sharing or saving such videos a breeze.

These utility apps are recommended for usage amongst those who own an iPhone and are extremely active on social media platforms. These app templates certainly make things a lot more convenient and easy, allowing your customers more time to do what interests them. As a developer, plugging into the popularity of the major social media platforms gives you as wide an audience as possible. Simply develop your app using the templates above, and with a little promotion, you could be earning cash through your newly developed app.


Need to ramp up the monetization of your Android apps?  In-app purchases may be the answer.  In my last post, I discussed some of the trends and high-level aspects of the topic, and in this article, we will walk through an actual implementation.

This tutorial uses Eclipse with the Android SDK. It assumes you have some basic experience with Eclipse and that you have an Android app in Eclipse.

android-part-2I am going to create an In-app purchase for Certificate Maker!  The app is a very simple one which allows a user to enter some basic information to create a certificate acknowledging someone’s accomplishment.  I want to allow a person to pay $.99 to have access to other certificate templates.  I also hope to build it in a way that I can eventually have other in-app products such as themed certificates, or give users the ability to further customize certificates with their own images or packs of images (stickers), or rearrange the text location, size, color etc.

What I am going to do will surely be different in some ways from what you would do for your own projects, but I hope there is enough overlap to give you basic knowledge and a shot of confidence to start moving forward.

Creating an In-App Purchase Product

1.      Prepare your Project

The first thing I did was to move all the needed files into my project in Eclipse.  For Certificate Maker!, this required adding several image files, Java files and XML files.  I also had to make a few modifications to my Manifest.

I then modified several Java and XML files to facilitate the flow of screens (activities) as they would occur once the app was actually set up for in-app purchases.  One day I hope to have one button with logic to initiate an in-app purchase if the user has never made the purchase OR simply launch the additional templates if the user had made the purchase. But to keep things clearer in this tutorial, I have split these two functions into separate buttons and defaulted one to be disabled until a purchase is made.


2.      Add the Billing permission to your APK

Let’s start by updating our application’s manifest, which will need to have the following line added to have the billing permissions:
<uses-permission android:name=”” />

3.      Get the Google Play API

Next you will need to download a number of files and then bring them into your own project.  Google makes the files available to us as part of a sample.  To get them:

  • Open “Android SDK Manager” in the “Window” drop-down menu
  • In the window that opens, scroll to the Extras section and select Google Play Billing Library
  • Click Install (Note: Eclipse may have checked other packages than the billing one to install.  To stay on task, you might uncheck all but the billing library and then press install.)
  • Read and accept the license, and then wait.


This installs a sample project called TrivialDrive, which you should import into your workspace.  The file was placed in the following location for me: C:\Users\dan\Android\adt-bundle-windows-x86_64-20130717\sdk\extras\google\play_billing\samples.

After I imported the files into Eclipse, the sample app would not run in the emulator or on my device.  That does not really matter, because we just imported it so that we could harvest a few files.  Seems like a silly way to get a few files, but that is how Google has made them available at this time so bear with me.

You need to copy the package (including the IInAppBillingService.aidl file) from the sample app’s src folder into the src folder of your own app.  No modification to the package or the aidl file is needed.


4.      Preparing Your Activity for In-App Purchases

Open the Java for the Activity where users will access your In-app product.  Paste the following two lines into your code where you initialize variables:
iabHelper mHelper;static final String ITEM_SKU = “android.test.purchased”;

Then in your onCreate method, you will need to add code so that Google Play can know from what app the purchases are coming.  You will need to get a key from the Google Play Developer Console.  To get the key:

  • Open your app’s page in the Developer Console
  • Click on “Services & APIs”
  • Scroll down until you see “YOUR LICENSE KEY FOR THIS APPLICATION” – in a gray box, you will see a multi-line code that includes letters, numbers and special characters. This is sometimes called your license key or public key.  Note this is NOT your Developer Public Key.
  • Create a line of code in your Activity immediately below the last two lines of code you created, then paste your app’s license key between the quotation marks:
String base64EncodedPublicKey =  "your license key here";
  • Immediately below the previous line of code, paste the following:
public void initPurchase() {mHelper = new IabHelper(this, base64EncodedPublicKey);mHelper.enableDebugLogging(true);mHelper.startSetup(new IabHelper.OnIabSetupFinishedListener() {public void onIabSetupFinished(IabResult result) {if (!result.isSuccess()) {return;}if (mHelper == null)return;mHelper.queryInventoryAsync(mGotInventoryListener);}});}
  • In your onDestroy method paste the following two lines to make sure the connection to Google Play is properly terminated:
if (mHelper != null)mHelper.dispose();mHelper = null;

At this point save (but do not close) the file, ensuring you do not have any errors.  You may need to perform some imports to properly point to the files you created in the util package.  Let Eclipse help you with this by using Control+Shift+o.

5.      Code for Initiating a Purchase

While the above steps will be common to all implementations of In-App Purchases (I think J) the next set of steps will vary based upon how you plan to have your users initiate a purchase.  Certificate Maker! users will click a simple button to enter the purchase flow.  Initially we will code it to use dummy data.  Once everything is working correctly, we will modify it to use real data.  I changed the code for my button to be as follows:

mBtn1.setOnClickListener(new OnClickListener() {@Overridepublic void onClick(View v) {mHelper.launchPurchaseFlow(MainActivity.this, ITEM_SKU, 10001, mPurchaseFinishedListener, "mypurchasetoken");}});

6.      Listen Up – We Are Almost Done

The next bit of code should be place after and outside of your @onCreate.  It includes three listeners:

  • Query Inventory – queries the billing system for purchased items
  • Purchase Finished – confirms the specific purchase was made that we intended
  • Consumption Finished – marks the product as consumed. Google says, “if your application detects there are any consumable items that are owned by the user, you should send a consumption request to Google Play immediately and provision the item to the user.” When a successful purchase is made, it is stored locally, but Google recommends that your app queries Google Play to confirm the purchases Google Play is tracking to ensure consistency between the service and what you display to the user.

Remember, the concept of consumption does not necessarily mean that a user has used up the item.  I think of it more as your app acknowledging that the purchased product has been received by the app.  It is recommended to consume the product before providing the user access to the product.  With the current implementation of Google’s API all managed products are consumable.  So even if the “old” concept of consumption does not apply to the product you are creating, (e.g., it is an item that provide permanent benefit such as a premium upgrade,) you will still need consumption related code.

@Overrideprotected void onActivityResult(int requestCode, int resultCode,Intent intent) {if (mHelper == null)return;if (!mHelper.handleActivityResult(requestCode, resultCode, intent)) {super.onActivityResult(requestCode, resultCode, intent);} else {}}IabHelper.QueryInventoryFinishedListener mGotInventoryListener = new IabHelper.QueryInventoryFinishedListener() {public void onQueryInventoryFinished(IabResult result,Inventory inventory) {if (mHelper == null)



if (result.isFailure()) {




Purchase item_1 = inventory.getPurchase(ITEM_SKU);

if (item_1 != null) {

Log.d("trungpt", "Get Item ");


} else {

Log.d("trungpt", "Not Get Item");






IabHelper.OnIabPurchaseFinishedListener mPurchaseFinishedListener = new IabHelper.OnIabPurchaseFinishedListener() {

public void onIabPurchaseFinished(IabResult result, Purchase purchase) {

if (mHelper == null)


if (result.isFailure()) {



if (result.isSuccess()) {







IabHelper.OnConsumeFinishedListener mConsumeFinishedListener = new IabHelper.OnConsumeFinishedListener() {

public void onConsumeFinished(Purchase purchase, IabResult result) {

if (mHelper == null)


if (result.isSuccess()) {

Log.d("trungpt", "Consume Finished");

setResult(RESULT_OK, getIntent());

} else {

setResult(RESULT_OK, getIntent());




7.      Subscriptions

If your product is a subscription, simply set the product type to “subs”.  Then in the onActivityResult method do the following:

Bundle bundle = mService.getBuyIntent(3, "com.example.myapp",MY_SKU, "subs", developerPayload);PendingIntent pendingIntent = bundle.getParcelable(RESPONSE_BUY_INTENT);if (bundle.getInt(RESPONSE_CODE) == BILLING_RESPONSE_RESULT_OK) {// Start purchase flow (this brings up the Google Play UI).// Result will be delivered through onActivityResult().startIntentSenderForResult(pendingIntent, RC_BUY, new Intent(),Integer.valueOf(0), Integer.valueOf(0), Integer.valueOf(0));}

To query for active subscriptions use the following:
Bundle activeSubs = mService.getPurchases(3, “com.example.myapp”,”subs”, continueToken);

If you’ve followed the article properly you’re one step ahead to implementing In-app purchases into your app. Stay tuned for the last part to finish the project.

Good Luck!


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The Apple App Store success started back in 2008 when with just 500 apps was able acquire millions of downloads in the first few days. This success obviously came alongside with the company’s various iPhone releases.

However, today, reports say that the Apple App Store is threatened from the top of the crop, and it seems that Google Play is taking over its popularity.

app store growth

image by appfigures

Here comes a contender

The challenger, Android, notoriously became Apple’s ultimate rival and according to the data provided by App Annie, an app analytics company, Google Play’s massive worldwide downloads were 60 percent higher than downloads from the iOS App Store over the last three months of 2014. However, last year’s third quarter explicitly shows Apple App Store’s revenue higher by 60 percent as compared to Google Play’s revenue. This is due to the fact that Apple holds sway over its premium market of consumers who can afford the more expensive iPhones, and those who don’t mind paying for apps or in-app purchases. On the other hand, Android caters to a vast number of consumers globally, ranging from those who own cheap smartphones to high end devices supporting Android. It’s no surprise that there are more free apps available on Android than iOS.

Google beats Apple in number of apps available

Data from AppFigures also reports that Google Play has now overtaken Apple App Store today by the number of apps it hosts. Google Play now has nearly more than 300,000 more apps than the number offered at the iOS App Store which is about a 17 percent difference. This information clearly implies that Google Play has more to offer a smartphone user than Apple, in terms of variety.

The company has also reported that Google Play ranks top as well with the great number of developers it has attracted who are now working on the platform. Their overall app stores growth tallies to more than 50 percent according to App figures. The Google Store has acquired about 388,000 new developers, Apple at 282,000 developers and Amazon at 48,000 developers. This seems to be based on the relatively easy process of approval of submitting apps to the Play Store compared to the strict Apple rules. There would also be concerns when taking into account the quality of these applications, as some found in Google Store may criticized to be of poor quality since they are more lax in accepting submitted apps in contrast with Apple who is known to frequently reject submissions here and there, frustrating some developers enough to stop them from making apps for iOS.

Although statistics show that Apple no longer commands the app world as it did when it initially launched, and Google Play has won the title for the first time, things are bound to change and we are surely in for more ups and downs in the rankings as Apple comes up with new releases.