Guest Post

Guest Post

About the Author: Addison Cohen is a mobile app developer working with Appsted Ltd. You can contact him if you want to hire an iPhone app developer for the development of the most comprehensive mobile application solutions. He loves sharing latest information on mobile technologies like iOS and Android development processes.

Gone are the days when Android geeks used to feel privileged for having a permission system for all individual apps. Today, iOS has a seamless permission system wherein the app users are able to make a number of decisions. Plus, the iOS permission system is far more practical compared to the permission system incorporated within the Android powered apps. In this post, I’ll be discussing key differences between iOS and Android permissions, thereby helping you understand why iOS permissions are better compared to Android permissions.


ios vs. android

Exposing users to risks

Unlike iOS, Android doesn’t offer users a control over the kind of permissions that the apps could have. That means, if the user doesn’t like a particular app permission, he/she is completely refrained from installing the app and its components. On the other hand, Apple has offered users the convenience of installing the iOS apps and when at a later point in time a certain kind of functionality is required, the user is prompted to give his/her permission.

Comfort level of normal users

If you’re a normal user who is interested in playing mobile games without getting your contacts and location collected by the app, then ditching Android for iOS will help you. With iOS app permissions, you are able to attain a greater control over the game, thereby preventing the security of your personal details from getting compromised in any way.

Management of app permissions

Even though Android (version 4.3) is equipped with a default settings menu that manages app permissions, this menu is usually not visible and not accessible to app users. That means, in order to manage your app permissions (post app installation) you need to invest a great deal of time and effort.

‘Use it or leave it’ VS ‘Use it as you like it’

With Android apps, you can either choose to allow all app permission during the installation process or just opt for not installing the app. iOS users, however, can go ahead with accepting some app permissions, while denying others. That means, you can install an iOS app whether you choose to accept or deny any of the app permissions. All in all, the iOS app permission system renders an in-depth understanding of the scenario of accepting or rejecting a specific app permission.

Reason for a particular app permission

While the Android apps don’t inform you about the reason(s) behind particular permission(s), iOS apps specify the reason(s) behind permissions expected from the user at the time of app installation.

Clarity about all the app permissions

Since Android app installation just informs you about all the permissions, you’re left confused as to what the app is going to do with all the permissions granted by you. On the contrary, iOS apps offer a clear explanation of when and how the permission would be used.

ios vs android app persmissions

Knowing the device elements that the app would be accessing

Though Android has always stayed ahead of iOS in context of user-friendliness; the Android app permissions don’t tell anything about the smartphone elements that would be accessed and used by the app. In contrast to this, iOS app permissions inform the user about the different device elements that would be accessed by the app.


Unlike the Android app permission system, the iOS app permission system will alert the users about the privacy settings the very first time when the app tries accessing a particular element like photos, videos, contacts etc. Therefore, iOS users are well aware about the right time at which they should change the privacy settings for keeping their device safe from spamming attacks and annoying bulk advertisements.

To Conclude

Defenders of Android app permissions need to realize the fact that denying app permissions can easily lead to app crashes. Here’s hoping the Android app permission problems highlighted in the above post will motivate you to shift to iOS which is equipped with a much simpler and intuitive app permission architecture.

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Game Design, Guest Post

About the Author

Jessy Lee is the Founder and CEO of Yobi3D Inc.  He likes programming, hacking, and seeing anything in 3D.  He enjoys finding ways to ask computers to do tedious work for lazy humans.

When it comes to game development, there are many talented developers who are passionate about game design. They Yobi3D Logofind innovative ways to write game stories that are interactive and engaging.  There are programmers who spend their time making sure the game can be implemented correctly and the gameplay is smooth. Game architecture, memory usage, I/O requirements are also essential elements to ensure the success of a game.  Another set of also important skills is artistic talent in creating visually appealing graphics.  Unfortunately, these skills often do not exist within one person.  For many indie game developers, they may not have the time or budget to create art assets on their own.  Finding existing resources online is often the better solution for many.

There are many 2D/3D asset hosting sites such as:

2D Assets

Open Clipart – free
OpenGameArt – free
Game-Icons – free
Mayang’s Free Textures – free
CG Textures  – some free

3D Assets

TF3DM – free
Archive3D – free
CG Trader – some free
SketchFab – some free – browser-based 3D editor, free
Blend Swap – free

While these sites each provide a large collection of 2D/3D assets, it can be time consuming going through them one by one.  Major search engines like Google, Bing, or Yahoo are alternatives for finding assets across different websites.  However, their search result representations may not always provide the best search experience.  It sometimes can be frustrating to find that the 3D model is not usable after clicking on layers and layers of web links.

Yobi3d Truck

An alternative is, Yobi3D, a search engine designed to search for 3D models.  It has a keyword search interface, but with a different approach in displaying the search results.  After entering a search term, an infinite scrolling grid of thumbnails representing 3D models found on a diverse collection of websites is shown. By clicking on one of the thumbnails, users can see a 3D rendering of the model right away.  They can use the mouse to rotate and move the 3D model around to see from different angles and zoom distances. Users no longer need to download the file first, try to find a software to open file, then decide if this is really what they want. The 3D viewer also support different rendering options such as showing models without texture or turning wireframe on and off.  Lastly, a hyperlink is provided on the same screen to redirect interested users to the source website for download.


Yobi3D provides a quick and easy solution for game developers to find assets for use as placeholders or for prototyping purpose.  With the right tool, 3D models in various formats can be converted and imported to different game engines available today such as Unity or Unreal Engine. Developers from Virtual Reality and Augmented Reality communities can also utilize this website  to enrich their content.  As technology advances in these areas, we will see more adoption of 3D content and show that an easy-to-use search tool is more desirable.

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Guest Post, Tips and Advice

About the Author:

Amanda Cline currently works for Xicom – Android app development company. She is an avid IT personnel with special interest in writing blog posts that serve as handy guides for individuals looking to build a strong career in IT services and solutions.

The growing popularity of mobile game apps aren’t hidden from anyone. Thanks to the efforts put in by app developers, there are mobile games that can be cherished by people of all age groups.Amanda Cline Featured Image If you too have recently developed a mobile game or plan to build one, then stay informed that there’s a lot to achieve than simply entertaining the gaming lovers worldwide. Well, you can go ahead and monetize your game to earn a good income instantly. One of the most vital points that should be kept in mind, is that the users of your game shouldn’t get upset while you’re busy focusing on implementing your strategy of monetizing the game. Don’t fret because with this post, I aim to highlight some of the simplest tips to help you earn quick cash from your mobile game. So, let’s get on with uncovering each tip one by one!

Offer Novelty on a Regular Basis

Amanda Cline Offers

Ensure to update your game app regularly in addition to offering the app users some novel that would make them stay in your app for a duration of time. For instance, you can choose to give handy customization options, small rewards for sharing details about your game among friends and family etc. Additionally, you must also ensure the smooth functioning of different UI elements that have been incorporated within your app. Some of the key UI elements that I’m referring to include the button functions, cursors, font size, keyboards etc. Here, you may even opt for choosing one of the most renowned mobile application development companies which can help you in proper alignment of your app’s UI elements.

Choose the Pay-Per-Episode Monetization Model

Best suited to make money from serious gamers, the Pay-Per-Episode monetization model allows you to break down the mobile game into bite-sized episodes which can later be sold at discounted prices as compared to the original one-time cost of the entire game. Apart from working as an excellent option for monetizing your game, the Pay-Per-Episode model would allow your app to enjoy a higher presence on app stores which are already loaded with hundreds of look-alike game apps.

Make the Most of In-App Purchases

Another easy way to make money via your game app is to offer the players an opportunity of purchasing in-game items using the in-game currency. Here, don’t make the mistake of designing the app in context of a game where it is mandatory to grab the in-game items for playing the game. The players must be wooed via in-game content that’s available in the form of new characters with exclusive abilities, impressive power-ups that offer a unique player experience, tempting skins, new levels with distinguished challenges and a lot more.

Offering Cash Rewards Can Do the Trick

Amanda Cline_Pay-Per-EpisodeHaving worked for fitness and shopping apps, the concept of paying users real money is beneficial for monetizing even mobile games. As an app developer, you can get on with taking stake for the players by enabling them to make several bets on the result/outcome of a particular round in the mobile game. For instance, if you’ve created a bowling game, then you can offer players a unique flexibility of placing their bets starting at $0.50 about how they will perform in the game. In this way, you can conveniently augment your advertising revenue.

Embrace the Freemium App Monetization Model

While a majority of mobile game lovers prefer downloading and playing the free versions of games, there are some advanced/serious gamers who never refrain from paying a sum of cash in order to access the premium version of the game. Hence, as an app owner/developer, you can get on with offering a free “lite” version of your basic mobile app in addition to charging a specific fee from gamers who showcase their interest in gaining access to the advanced levels within the game. A vital point that needs to be kept in mind is that the premium levels of the game must include exquisite tools and features that can make the gamers say WOW. Moreover, don’t forget to mention the benefits of making payment for the entire game. Doing this will undoubtedly tempt the free gamers into upgrading to the premium version for the app.

Cross-Marketing Your App is a Viable Option

Quite similar to the ad exchange program, the trend of cross-marketing the app will serve as a contemporary method of advertising your game app to the world of game lovers. You can get in touch with renowned mobile game app developers and ask them to display your app’s download link within their app. In exchange, you too can provide a link to the app that was developed by the respective app developer. Additionally, you can also opt for an effective affiliate marketing program wherein you can advertise other developers’ mobile game apps within your app- receiving a specific amount of cash from them.  


Now that you know the top tips on quick monetization for your mobile game, it’s time to choose the one that will render you maximum returns on your mobile game and help you grow your income by an impressive level.

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Guest Post, Open Source

Lux ArticleAbout the Author: Aureus Interactive is the creator of Menu Starter Kit available on the Unity Asset Store. He received a degree in law and then continued to teach himself Python, Java, C#, 3D modeling, texturing and two languages. He started his game programming journey by making a casual game in GameMaker, but has since gained many years of experience developing in Unity3D. He is now active on the Unity Asset Store with modular 3D environments, various game scripts and starter kits. He also works on casual games for mobile. In his free time he enjoys reading essays about history and neurology.

Every game needs a home and pause screen and will also most likely need other screens such as win, lose, a stage selection menu and a save system screen. Back in 2010, when Unity GUI was not as intuitive as Unity 4.6, I published an asset for the Unity Asset Store with a home solution that did not need any coding knowledge from the user.

Starter Kit Image 1

From those early days I have continually updated the Menu Starter Kit, implementing the new Unity GUI, a sound manager for background music and GUI sfx, which is a multi profile save system and life system. It also supports Unity ads and has an in-game store solution for virtual purchases.

I recently had a handful of users ask for an in-app purchase system that allowed for real money transactions.  My problem was not only finding a billing plug-in for Unity to implement, but also a solution that was friendly enough for me to build over the store code. I also needed it to be easy and customizable so my final users, that have little or no coding experience, could still easily implement my asset.

I came upon the SOOMLA’s in-app purchase plugin which satisfied all these requirements. The Menu Starter Kit supports up to 10 save profiles, so I started to write a SOOMLAStoreAssets class in C# with 10 different kinds of VirtualCurrency in it, in order to keep track of the virtual balance of each profile. Then I filled the VirtualCurrencyPack with 10 duplicates of each money pack for each profile, which I had to be very careful to keep their names consistent (like: VIRTUAL_MONEY_PROFILE_0_PACK_20).

Starter Kit 2

The next step was to write a SOOMLA_billing script that not only initialized the SoomlaStore, but also had a public function that could target my old store script and act as a bridge from my previous code and the new SOOMLA features. Thanks to this bridge and for name consistency in the SOOMLAStoreAssets, now the Menu Starter Kit store can target the right money currency and pack in SOOMLA just feeding “quantity” in the original store buttons prefab with a number that matches the quantity pack.

Starter Kit 3

Starter Kit 4SOOMLA has given proof not only to be easy to use, but it’s also noninvasive, so it can be easily added to an already developed project without major changes to the code.  SOOMLA’s plugins are open source and released under the Apache license, so template makers and asset developers are free to incorporate it in their work and re-distribute it, no strings attached.

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Blogging Tips, Guest Post, Tips and Advice

Interested in guest blogging for SOOMLA?Soomla Logo - Blue

We love having guest posts on our blog because it offers a new perspective and voice to our readers. To better standardize our guest posting requirements, we’ve created some quick guidelines for guest bloggers to follow. So if you have a great idea that aligns with our audience and the topics, then feel free to apply for a guest blog post!

Why You Should Guest Post

We’re currently bringing in roughly 20,000 pageviews from 11,500 visitors a month.  We also have over 8,000 subscribers to our newsletter, so if you’re a passionate blogger and love the mobile game industry than we’d love to have you post. Guest posting is valuable for a variety of reasons. For us at SOOMLA it seems like second nature. We’re an open source company that believes in spreading the love be it with code or tips and tricks for the industry. It’s a great way to get involved in a community and share your knowledge.

Our Audience

SOOMLA is geared towards mobile game developers and anyone interested in the mobile game industry. We like to gear our content to these developers by writing about relevant and helpful topics about the industry. We provide posts that are actionable, helpful and insightful!

Quality Guidelines

We hold our posts to a high standard so here are some rules we live by when we’re posting:

  1. Original content – we encourage innovation and creativity. As we all know SEO is extremely important, so make sure your post has not been published anywhere else including your own blog. When you’re getting ready to guest post for us make sure you have an original idea and if it’s not show us a new angle. Make us and our readers think and be challenged!
  2. We encourage any and everybody to post, so even if you’re not a native English speaker we still want you to post. No worries we’ll help polish it off and make it perfect for publishing!
  3. Quick logistics:
    1. Catchy title and formatted nicely
    2. 500 word minimum – let’s be real you’ve got way more than 500 words to say
    3. Please include a short (3-4 sentence) bio so we know who wrote the post
    4. Proper citation – we don’t accept plagiarism here
    5. Visuals!! Make sure you include high-quality visuals AND a featured image that should be 200X200 px. Please include all source images, so we can make sure we’re A-okay to use them.
    6. While we’re happy to help promote other great companies, please be aware that this isn’t that type of platform. Limit your links in your post and if we feel there are too many we’re not afraid to take some out.
    7. Submit your post either as a Word Doc or Google Doc and attach all photos separately.

Topics We Like to Cover

We like to have a diverse blog, but we do try to focus on some particular topics that engage more of our users. The main topics include:

  1. Mobile gaming industry – be it SOOMLA related, open source in general, or industry insights, we want to know.
  2. Data, data, data – we’re on the data train and if you’ve got valuable tools, tricks or interesting insights we’d like to hear about ‘em and so would our users.
  3. Are you a developer? Have some handy tips for fellow developers – write a post! Share your knowledge and be a pal.

Become a Guest Blogger

If you think you’ve got a great idea and you meet these requirements then feel free to email us and we’ll get you published!

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Guest Post, Open Source, Tips and Advice

In this tutorial, we will look at ways to upgrade SOOMLA packages.

Case: You get an email from your friend “Hey, there’s a new feature in the SOOMLA module. It’s available and supports Windows phone too. Upgrade it in your existing project to use the new features.”

You are really excited and want to upgrade your existing project to the newest version immediately! You open up your project and see lots of project files wandering around and feel confused. You ask yourself, “how the heck will I update this?”

Now, your main objectives to overcome:

  • Update SOOMLA modules to newest release
  • Update it without losing any connectivity or files

So, let’s begin:

There are two ways to update SOOMLA modules:

  1. Manually
  2. Automation

Manually for smaller projects

Step 1: Select soomla files

Step 2: Right Click and press delete


Step 3: Press “Delete.”


Step 4: Download and import new package.

Manually for larger projects*:

* If your project is larger, then you may have a lot of other files in the “Plugins” folder which may result in confusion over which files are related to SOOMLA.

The easier workaround is, open a new SOOMLA project while the current project is still open. Import the respective SOOMLA package and wait for the “Importing package” screen to appear.


Now, cross check which files are related to SOOMLA and delete those files.

Auto process for large and small projects:

I was looking for better options over manually adjusting everything which uninstalls the assets auto. After quite a bit of searching, I came across Package Uninstaller, which helps uninstall any package without having to fear of deleting wrong files.

Let’s see how to use this package to upgrade our SOOMLA modules.

Step 1: Download and import Package Uninstaller.

Step 2: To uninstall, go to Assets > Package Uninstaller


Step 3 : Select SOOMLA’s .unitypackage from explorer.


Step 4: Click uninstall.

Step 5: Press “Yes Do it” and the uninstalling package process will start.


Step 6: Download latest SOOMLA module and import.

This is how you can upgrade your existing SOOMLA package to the newest version.

If you have any questions, please don’t hesitate to ask in the comments section below. Also, if you’d like other tutorials on similar topics let us know or visit my blog Game Development Secrets

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Game Design, Guest Post, Tips and Advice


The app market has undergone significant changes in the last few years. Gone are the days where users fork over even 99 cents to install an app. In the current mobile monetization ecosystem, developers offer free apps and still generate significant revenue. In fact, free apps tend to maintain a more profitable monetization strategy with in-app purchases and mobile advertisements. Developers can deploy multiple monetization methods simultaneously, ensuring more profit and improving the  user experience- especially in gaming apps. Here are a few effective methods top gaming developers use to monetize engaged users in their free apps.



Induce Motivation: Play Hard to Get

Candy Crush implements drastic limits on users’ playtime to drive in-app purchases and app promotion. In America’s top-grossing app, users only get five lives at a time, blocking them from playing any further unless they progress to the next level. The time management method has become one of the pillars of mobile monetization. This approach might seem obvious, but before King implemented it in Candy Crush, the app industry didn’t fully comprehend how heavily it would drive in-app sales. The 30-minute “time-out” devilishly manipulates the brain into wanting, nay needing! more play time, especially if the user is having a hard time beating a level.

They can, of course, buy more lives or get a Facebook friend to grant them some; both options contribute to Candy Crush’s monetization and distribution success. The mandatory abstention will drive users to spend on in-app purchases or promote the app to a friend on Facebook, all for the sake of accelerating game progression. Supersonic - Soomla blog post 1

Encourage Loyalty: Make in-app Purchases Valuable

The key to success for developers with the freemium business model is to make virtual items valuable and necessary for the user. The popular strategic game of Clash of Clans does this remarkably well. Players are given a plot of land on which they build a village, train troops and attack other players to earn gold and elixir. They start with an abundance of resources which eases them into the game and allows them to start developing their plot of land. This gives the user a sense of instant gratification because they can unreservedly buy and upgrade virtual items.  But soon enough, resources run out and upgrades become expensive. Assignments become harder, updates take longer but their determination does not falter- in fact the more time users invest in the game, the more likely they’ll cough up the mere $4.99 to acquire 500 gems or a new builder to speed up their in-game achievements. Studies also show that once a user spends real life money on the game, they’re bound to do it again. In fact, the average time lapse between the first and second purchase is just an hour and forty minutes. An engaged user will clearly spend some real life currency to speed up his game success as Clash of Clans boasts an average of $36.99 per user on in-app purchases!

From Premium to Freemium: Reward Your Users

The future of mobile monetization clearly lies in ad-supported models. While the majority of users forgo in-app purchases, rewarded ad formats provide the ultimate solution to monetizing all users. According to recent studies, these creative ad units also improve user experience and retention. Rewarded ad formats are proving to be a new, lucrative category of mobile advertisement. Incentivized ads like the offerwall or mobile video awards users with virtual items or unlocks premium app features in exchange for the user’s’ interaction with ads. For example Epic Skater, a free skating game, implements both the rewarded video and the offerwall in the app to reward users with virtual currency.

Users simply watch a video or complete an offer to obtain free coins. These coins can be used to buy virtual items that enhance the user’s game, ie. speed upgrades, new outfits, cool boards or energy drinks. This monetization model allows a developer to incorporate an additional stream of revenue from ads without potentially intruding on the user’s experience. If you’re looking into this monetization strategy, choose an ad network that offers instant play HD videos, global fill rates and localized offerwalls to ensure high completion rates and competitive eCPMs.

Supersonic - Soomla blog post

Users won’t pay for something they can get for free. If we’re being honest, I wouldn’t either! A free app needs to purposely add to its value. Building a profitable mobile game starts with the early adoption of an original, effective monetization strategy. This is how Candy Crush, Clash of Clans and Epic Skater made it big- now you can too! Implementing just one of these monetization methods will enhance your game overall and provide your app with the necessary components to promote its success.

As part of SOOMLA’s partnership with Supersonic, a leading mobile advertising network, you can now discover rewarded ad formats and receive $100 bonus to advertise on their platform. Click here to redeem this exclusive offer!

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Guest Post

Trapped Dots: Built in 17 Days

I turned 25 this month. I have been a full time front end developer since 2007 and for a long time I have felt that I needed to get out of my comfort zone. Trapped Dots LogoSo in late March, I decided to learn how to develop an iOS game by April 17th, my 25th birthday. I spent the rest of March mapping out my game plan. I’m not a software engineer just a front end developer, so I have no experience creating applications. Also, I have zero experience developing games of any sort, so I knew this was going to be a challenge. On top of everything else, I have a full time job that is fairly demanding. The job is with a team that is 100% remote with people all over the world, so hours are unpredictable. Needless to say, this was going to be very hard.

Learning the iOS Way

I bought two courses on Udemy. One on iOS development as a whole and another that focused solely on iOS game development. The goal was to have an app submitted to the app store by April 17th which gave me exactly 17 days. Most people told me this would be close to impossible given that I had no experience and a full time job. I might have no experience developing any iOS app, but I knew I was a quick learner and practiced some intense productivity hacks. Logo shadowI spent the first two days going through the courses. I explored the Xcode’s playground and I was able to pick up the basics pretty quickly. After the the first 2-3 days of intense course work I felt comfortable enough to move forward and begin developing my game. I constantly had my goal in my mind: to create a game in 17 days. When I was reading and going through the courses I was focused. When I wasn’t eating, resting, or exercising, I was developing my game. I was constantly thinking about the different aspects such as the art, monetization, gamification, framework, and name.  I had decided on all these things before I was even done with the crash course, which enabled me to hit the ground running when the real work started.

After about three days I felt I had enough to get started on my app. I wasn’t by any means fully prepared to develop the app, but I knew the basics and that was enough for me. To keep me on schedule I followed a rule of 3: never give yourself more then three options before you make a decision. This kept me from wasting time on decisions. I designed my game in Sketch 3 and all in one very long evening. For me the hardest step is always the first one, but once I get going I don’t stop until I physically have to.  In one afternoon, I designed the entire game from launch icon to ‘game over’ screen. Once I had the main character created the rest just designed itself.

When I finally had a prototype, I was ready to purchase my SDK license. This is where things got tough though because work picked up. I finished what I intended, but it wasn’t easy. I normally sleep about 5 hours a night, but that week I was lucky to get 4 hours. I tested the prototype on a few phones and felt ready to move forward and develop the production version. Creating the prototype was the hardest part for sure and that’s clearly where my inexperience showed.  The game is simple and I got a lot inspiration from brick breaker, but I didn’t realize how difficult it would be to design and how much trigonometry I needed to know.

The main goal of the game is to keep the dot trapped in the round platform. If it touches the purple outer ring you lose.  The only way to keep the dot trapped in the cirlce is by moving the red platform around the circle. Every time you touch the red platform you score a point. If you are able to aim the dot into a white diamond you get an extra point. However, if you cross a red diamond then the dot goes into frenzy mode and things get even harder.

Tapped Dots background_shaded After 17 very long days I finally finished! I submitted my app in the late afternoon and it was then approved about 7 days later. While it got approved quickly, I haven’t been able to pull the trigger and publish the game. I decided it wasn’t ready and in the 7 days it spent in limbo I revamped it and gained so much progress.  I’m currently working on implementing Soomla’s framework to add the social integration. After doing a lot of research, I found that it’s pointless to launch an app without social integration. I will be submitting my app again in early May, and I’ll hopefully be able to launch it around mid-May.

To learn more about my journey and keep up to date, subscribe to my blog. Lately, I’ve been writing posts on productivity hacks I utilized to get through this crazy journey. I’m very proud that I was able to accomplish my goal and it’s good to know that I’ll be faster next time. I have a new project brewing in the back of my head that I’ll hopefully begin in June, so be sure to stay tuned!

M. Antonio Jaimes

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Nokia-Store-IAPThe making of a new billing plugin

It’s not everyday that a developer gets a chance to contribute on a big FLOSS project like Soomla but thanks to my current employer Studio V2, I was able to help this great project gain a new billing plugin for the Nokia X platform.
Our first project that implemented in app purchases used Soomla, mostly because it’s cross-platform, free as in free beer and easy to use. But when we were asked if we could port our apps to Nokia X, the Free and Open Source aspect of the Soomla project was a big advantage.

With any commercial API that would have been a chore to ask the developers for a new billing option, but since Soomla is entirely Open Source I decided that maybe I could do that by myself, both on company time and on my free time. With the help of the Soomla core developers and the great documentation they provided, it wasn’t too difficult to get a Nokia Store billing plugin developed! Anyone interested in creating a new billing plugin for Soomla should check out the Google Play billing plugin, it’s a great starting point!

Introducing the Nokia Store billing plugin

The Nokia X device family is still young, but it offers a new market place for your games and apps. Since the in-app API differs from the one used by Google Play, a new billing plugin was required to get it to play nice with Soomla.
With the help of this new billing plugin, you can compile your existing games using Soomla to support a brand new market place with little to no modifications to the codebase !
If you’re interested, I invite you to check out the Nokia Store billing plugin for Soomla right here.
If like me you’re interested in using it in Unity3D, then this fork of Soomla for Unity3D integrates the billing plugin directly into the Unity3D version of Soomla so it can be used right away !
While I did my best to test the plugin, it’s is very recent, bugs may still be present, so if you find any, don’t hesitate to create a ticket on the plugin’s repository or drop me a email.

Working with the Soomla team

If you’ve ever skimmed thought the repositories of the Soomla projects you may have noticed that every project’s includes a line or two about how they have “deep respect for contributors”. I didn’t really know what it actually meant until I actually got involved and saw first hand how true it was. The core developers and contributors are both incredibly helpful and 100% invested in the project!
As a final note I’d like to thank everyone at Studio V2 for allowing this, and Refael Dakar for his help and support along with all the people involved in the Soomla project !

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SOOMLA - An In-app Purchase Store and Virtual Goods Economy Solution for Mobile Game Developers of Free to Play Games