It definitely makes sense to use a licensing system decoupled from the
the app store (for obvious reasons).

However, it is then even more important to find a trustworthy
licensing solution. I looked at the licmax website and it looks
promising but still very very immature. I'm not sure I would want to
trust it so early on.

On Mar 29, 11:19 pm, Posri <[email protected]> wrote:
> Hi Westmead,
>
> Why not use Handango, and a cross-platform licensing solution like
> licmax?
>
> When a customer buys your app from Handango/Pocketgear, the license
> will be acquired from licmax.com automatically.  You can verify the
> license
> at runtime in your code by sending an http request to licmax.com, or
> you
> can verify offline using a licmax hashed license key.  Using the
> second
> alternative eliminates the problem of the license server going down
> or
> disappearing altogether as you had worried.
>
> Some stats about Handango:
> "PocketGear and Handango the two largest independent app stores,
> now merged as PocketGear, combined to date have generated
> over US$400 million in mobile application revenues from customers
> living in more than 175 countries, using over 2,000 unique mobile
> devices. The combined catalog boasts over 140,000 application titles
> from more than 32,000 developers."
>
> HTH, Posri
>
> On Mar 24, 2:15 am, westmeadboy <[email protected]> wrote:
>
>
>
> > About two-thirds of users of the free edition of my app are based in
> > non paid-app countries so I get a lot of questions from them asking
> > how they can get the recently-released pro version.
>
> > I could suggest MarketEnabler or finding a US/UK etc sim card
> > (inactive ones are fine) but I think most users would not be able to
> > do either of those. Also, I wonder how easy it is for, say, Chinese
> > users in China, to set up a Google Checkout account with a payment
> > method that supports GBP payments. (Side note: AFAIK, even US users
> > who have set up Google Checkout with an American Express card cannot
> > buy apps quoted in GBP, for example).
>
> > So I was wondering what most devs here do. Maybe:
>
> > 1. Third party app market - in which case, which one?
> > 2. Send the apk to the user directly - in which case, how do you copy-
> > protect it and receive payment?
> > 3. Do nothing and hope Google sort it out.
> > 4. Something else?
>
> > Number (1) seems the obvious choice but none of those app stores seem
> > to stand out from what I can see and I only ever hear reports of next-
> > to-zero app sales. They all seem to provide some kind of means to app
> > copy-protections but I'm a little hesitant to weave in store-specific
> > code into the app. Its also yet another thing that can go wrong. App
> > store goes bust. User can't see update. Update gives error X etc.

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