Re: Can I still buy a copy of treasure hunt or get it for free?

I downloaded it off the archive.
If I'm not mistaken, this should help.
How you process orders online is dependent on what system you use for payment processing. I used to use PayPal. They allow you to enter information that will send a notification to your server when someone makes a purchase. Your server then takes that information and generates a license. That license unlocks the game for the purchaser. For example, I would ask the user for their hardware ID during their payment, and the payment would not process unless they provided this ID. Once my server received a notification from PayPal that they'd made a purchase, it would send me the hardware ID they provided. With the hardware ID in hand, it's easy enough to generate a license and deliver it to the user.
Generating a license is also a highly custom process, which is probably why you're not getting direct answers. Typically it involves finding some data that is unique (such as a MAC ID or drive serial number) and encrypting it. The encrypted form is called the license. The trick is to make the encryption process elusive enough where it's hard to guess how your game generated the encrypted version of whatever unique string you used. There are infinitely many ways to generate the license. You can complement bits, use a cypher pad, etc. Getting into encryption means you should have an understanding of encryption algorithms and it's far beyond what we'll discuss here. Essentially it boils down to taking the unique string and "playing with it."
Once you have your encryption procedure down, testing for a valid license is simple. Your game will have the unique string, and the license, both of which are provided to it as part of the registration process. The game then takes the unique string, and performs the encryption on it to get the license. If the license it generates matches what the user said their license was given the unique string, the license is valid.
For example, assume you had a unique string X, encryption algorithm E, and resulting license Y. During payment, the user provides X. X is put through E, and results in Y. This is all done by the server. The user then provides Y to the game.
Next, when the game loads, it either knows X already because it's generated by a hardware fingerprint or a self-generated unique string, or it's been provided to the game by the user. The game knows E, so it does exactly what the license server did: it puts X through E, and gets Y (we'll call this Y'.) Finally, if Y is equal to Y', the license is valid.
including things like not using the computer's date change to restart a game's free trial.
For this, all you have to do is find some super-secret place on the computer to store the trial information, like a hidden file somewhere. Only your game knows where that hidden file is. You can keep track of the trial expiration a nd all that in there and not rely on the date.
the above response was written by Munawar Bijani on GitHub when I asked him about using http://developer.paypal.com/

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