IN-APP PURCHASE and other flash packager limitations

Hi,
I am a mobile developer in a major, if not the biggest game company. We are currently working on a game that needs in-app purchase and that will be multi-platform (IPad, IPhone, Android, Pc, Mac, and Web)
We considered Flash as a multi-platform/screen development tool but the lack of an in-app purchase feature is a huge problem for us since it’s a key element of our game development strategy..
My question is: Does anyone know any workaround to make it happen?
If not: Is this feature planned in the future updates?
That makes me wonder: Can anyone enumerate the flash packager limitation in terms of features?
Is it possible to create a module in Objective C that would communicate with a flash packaged game?
I am very surprised that little information can be found on the web since it’s a very important feature for serious game development.

Hi sakhaarun,
Apple allows in-app purchases to be used for products you define within the same app.  In other words, you can sell an upgrade, add-on, or 'full version' for your own app, but you can't sell somebody else's app.  (Have a look on the 'Top-Grossing' list to see some examples- if it's free, it probably has in-app purchase so you can see what you sell.)  If you want to sell somebody else's app, you'd need to join Apple's iTunes affiliate program which is not related to in-app purchases.
When you enable In-App Purchases with Apple, they are bound to your own application- so another developer cannot access them directly.
However, if you let me know specifically what you are trying to do, I might be able to make a suggestion. If for instance, you have "My App", and you want to sell an upgrade to "My App Pro", it would make more sense to have just "My App", with an in-app purchase that enables all the "pro" features in the main app.
Feel free to email me any time if you want to chat more.
-Alex
Milkman Games, LLC

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