First, let me point you at this RFE: http://www.google.com/support/forum/p/Android+Market/thread?fid=2d69022f36ab6f460004994e8be08b82&hl=en
I've noticed the LVL library has (and talks about) using a double license check. You could actually use this kind of pattern to add license levels to your app in the way your talking about doing. The consumers act of buying and installing would flag a feature in your db. I've also been considering another approach where your main app would look up features in a content provider. This has the advantage that if the enabling app was uninstalled, you would no longer be able to access the new features. Also, your users would not get duplicate icons in their launcher if you don't provide a main activity. - Brill Pappin On Jan 7, 1:55 pm, John Gaby <jg...@gabysoft.com> wrote: > I have a game for which I would like to be able to sell add-on packs. > I would prefer that there was some in-game way to make these > purchases, but, alas, there does not appear to be any such mechanism. > I am considering the idea of creating separate add-on apps which, when > run, would add features to the game. I believe that I have seen this > done by others. My question is, how do people deal with the refund > process. I mean, the user will be able to purchase the add-on, run > it, and then request a refund, which would result in them getting it > for free. Has anyone else had experience with this model? > > Thanks -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en