>
> You do not have to sign up on your Web site to make in-app purchases,
> AFAIK. If you choose to make this a requirement, that is your
> decision, but then please don't complain when users get frustrated
> with your game setup. If nothing else, make it a lazy requirement --
> *only* ask them to
>
> So store the currency in an online database? Or use some form of
> encryption... Or understand that pretty much nobody will do this, and
> if they do, simply boot their account from your system.
>
Everything is intended for the online database. The local one is temporary
storage in case an in
On Fri, Jun 29, 2012 at 1:39 PM, Raghav Sood wrote:
>> Make it optional. The only features you get ("move their progress and
>> purchases across devices") are not strictly required for your app to
>> work, AFAICT.
>
> I also intend to use this to store in app purchase info.
You do not have to sig
> Wow. Mark Murphy hasn't tried something related to Android :-) Anyways,
> since all of my items are managed items, I can verify with Google if the
> user has purchased them or not, but the local database might also have in
> app currency values. A rooted user could exploit this to give himself
>
>
> Make it optional. The only features you get ("move their progress and
> purchases across devices") are not strictly required for your app to
> work, AFAICT.
>
I also intend to use this to store in app purchase info.
> Not really. Moreover, other than the in-app purchases, it should not
> mat
On Fri, Jun 29, 2012 at 1:01 PM, Raghav Sood wrote:
> Some users may not appreciate having to sign up for an account
Make it optional. The only features you get ("move their progress and
purchases across devices") are not strictly required for your app to
work, AFAICT.
> A rooted user could edit
absolutely.
I use nearlyfreespeech.net
and run mysql and share data all day long.
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