Mock Purchases

I want to make sure my game logic handles purchasing gamepasses for my game correctly. It doesn’t matter if I already own them – I want the game to be told “he just bought this gamepass” as if I just finished buying it and closed out of the purchase prompt so I can check to make sure the game awards them the rewards associated with the gamepass without having to rejoin.

And regarding the poll, mock purchases should work with every paid asset type. Even if the majority of people only want to use it for developer products, you’re going to have people that want to test if clothing/etc purchases work. Anything other than compatibility with every paid asset type would be doing the feature an injustice and prevent it from being used to its fullest potential.

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What is there to test? You either have it or you don’t? (That sounded a bit rude sorry lol)

Edit: Yep… Didn’t think of all the uses of gamepasses :stuck_out_tongue:

Edit: Ninja’d

The game needs to award the perks from the gamepass to the player. Normally when they join you’d check to see if they owned it or not, and award them the perks then. But if they’re buying the gamepass while already in-game, they’d have to rejoin the game to get the perks if you only checked when they joined. To award them the perks from the gamepass right after they buy it, you need to have code that checks for when the prompted purchase is successfully completed and then award them the perks after it’s completed. That code can fail and needs to be able to be tested.

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No, Dev Product is what you configure in Developer Products tab for your place. I’ve clarified the choices in the poll

Obviously all of them would be the best.
Starting with Dev Products might be the best, though.
Using assets is currently pretty easy, while dev products are a tiny bit… complicated.

(Can already test assets using a (free) model you just keep taking/untaking)

All,
Thank you for the great feedback! We’re moving forward with the software design and then will proceed with implementation. Will support Dev. Products, Game passes and everything else.

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Awesome! I made this thread a year ago and I thought it just died out. Really happy to see that it will be implemented!

Everything what you ask us about never gets lost. We record all requests, ask to vote for them on Trello board or just fix them, if they are bugs. However, we do have limited resources, so not everything is getting implemented as soon as all of us would want. We’re working on shortening the response time, hopefully, you will notice it soon.

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Yay! Finally don’t gotta pay myself to test something.

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Yes, this is so good!

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The struggle would be real once tix are gone. Just test with a price of 1 ticket. Not it would need to be 1 ROBUX.

This is more web-related than game related, so I doubt mock purchases can work with it, but another thing that’d be useful for developers to get for free in their own games are VIP servers, as per mentioned here

Honestly it’s still a big problem if your game has been released. If you even have hype for your game and you set a game pass for sale for 1R$ people might buy it.

Though it might sound unlikely, it happens.

In fact, I had one on sale for 1R$ before and someone literally commented and called me a scammer as I closed the game after giving up on the project. He had literally spent 3R$ on game passes and kept watching the game.

That’s why you test on a separate place.

Well unfortunately if you have a lot of developer products it’s a major pain in the ass to do so. I’m not saying it’s impossible, but do you disagree in saying that mock purchases would be a lot better?

Obviously not.

I tested the ‘Buy Gold Camo’ for $7,000 robux on my game, three times.

It failed the first two times. After the 30% fee I only got 60% thanks to group distribution.

I regret nothing!!!

Why didn’t you just set the product to one robux?

Because apparently I don’t mind spending 8 hours on a weapon attachment circular UI but I do mind spending 14 seconds to change a number.

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That’s a whopping 21$ on a single test :uhh:

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