AndAppStore has a licensing system which isn't tied to the store (i.e. 
Developers can create licenses via an API). Details are up at 
http://andappstore.com/AndroidApplications/licensing.jsp

You biggest problem is going to be integrating any licensing solution with 
multiple stores because I'm not sure how many offer a post-purchase hook, but 
you'll need one in order to use any third party solution.

Al.
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On 29 Mar 2010, at 22:41, westmeadboy wrote:

> 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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