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. -- You received this message because you are subscribed to the Google Groups "Android Discuss" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/android-discuss?hl=en.
