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AppGameKit Classic Chat / How to determine if a game has been registered

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blueFire
15
Years of Service
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Joined: 23rd Jan 2011
Location: North Carolina
Posted: 18th Feb 2012 03:33
I would like to have a game that is available for free but players can pay to unlock the game for access to greater abilities, new features, etc...

I know how to modify the game itself to give players access to new abilities and such once they have unlocked the game but what is the best way to determine when a player has unlocked the game?

Do I modify a text file on the users device and check it to see if the user has unlocked the game? This way seems easy for the user to "fake" unlocking the game by simply modifying the file in a text editor.

Do I add or modify a registry key to show the game has been unlocked? If so, how do I create and modify registry keys in tier 1?

What other options do I have?

Jason
kamac
15
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Joined: 30th Nov 2010
Location: Poland
Posted: 18th Feb 2012 10:21
You should have user database where you have to register.
Then, make him run the game only if he has registered (for free), by making him enter his username & password. Then, proper variables (in-game) would have to be set, corresponding to his items.
Purchasing could be done either on your page or in-game.

Though, as you see, it's very advanced and would require http/ftp commands.

Mobiius
Valued Member
23
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 18th Feb 2012 10:30
Have two versions of the game on the app store, a free version and a paid for version. Then you don't have to worry about anything. Once they're paid for it, they can update to the paid version.

My signature is NOT a moderator plaything! Stop changing it!
Talairina
20
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Joined: 9th Jan 2006
Location: United Kingdom
Posted: 18th Feb 2012 13:34
You could also take extra care in making any saved played data compatible across from the Free version to the Paid version this way they won't have to start all over again when upgrading to your paid version.

I personally use the approach Mobiius mentioned with my save suggestion above. It just easier then writing a complicated 'licensing' system such as a user/password or 'phone home' style security.
blueFire
15
Years of Service
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Joined: 23rd Jan 2011
Location: North Carolina
Posted: 18th Feb 2012 19:30
I would want the purchase to be in-game instead of on a separate web page. I would also want the game to be available in the various app stores (I would be will to customize the game payment method for each app store). I know each individual app store would require me to use their payment method for customers that made in-game purchases through the free version obtained from their web store so the app store could get a percentage of the purchase (which is only fair). I would probably use a database with a username and password to save games (even for the free version).

Does anyone know if app stores have already got a solution for this that would allow me to use http commands for the payment as well as checking to see if a customer has already purchased the game (or some game items) through the app store?

Jason
bjadams
AGK Backer
18
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Joined: 29th Mar 2008
Location:
Posted: 20th Feb 2012 16:13
Apple appstore has an IAP system
MrValentine
AGK Backer
15
Years of Service
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 21st Feb 2012 05:24 Edited at: 21st Feb 2012 05:25
I am waiting on the next Update for those http ftp commands!!!


DROOL

EDIT

So I can implement login stuff in Tier 1

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