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#1 DefuzionGames

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Posted 22 April 2012 - 05:56 PM

say i create a free farmvile style game, but i wanted users to be able to buy credits and use them in the game then whats the safest and secure way of doing it.

is gm going to incorporate some secure method?

If i use say paypal API and then creditted accounts after they made payments then how safe and secure is this (yes i know NOTHING is totally safe and secure!)

What the concern is that people hacking the software, be it in the form of a html5 site or mobile app, can then credit there accounts without paying and then releasing those cracked versions onto the market. So you got hundreds of users creditting their accounts without paying.
Seems scary.
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#2 The2Banned2One

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Posted 22 April 2012 - 06:07 PM

There is a jailbroken app you can get on Cydia called iAP Cracker (In App Cracker) that lets users get in app purchases for free. You have to make sure your servers confirm the payment in order for this to not work. No matter what you can not make something completely secure and people will hack it and get your some of your content for free, but you are not losing any money. They may never have payed for it in the first place, but at least they are playing your game and will possibly tell their friends about it and they will pay for it.
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#3 DefuzionGames

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Posted 22 April 2012 - 06:10 PM

a hackers friend is most likely to be a hacker or someone who endorses the hacker hence will most prob only paly because it is free or hacked.
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#4 The2Banned2One

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Posted 22 April 2012 - 06:24 PM

I hack, but almost none of my friends do. Sometimes if I get a game on my iPod for free and show it to a friend and they like it, they will buy it.
This has actually happened to me.
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#5 Cakefish

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Posted 22 April 2012 - 07:06 PM

I hack, but almost none of my friends do. Sometimes if I get a game on my iPod for free and show it to a friend and they like it, they will buy it.
This has actually happened to me.

You best not hack my game!

But seeing as I'm not going to release on iOS I guess I'm safe... for now Posted Image


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#6 Debels

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Posted 22 April 2012 - 07:11 PM

You best not hack my game!

But seeing as I'm not going to release on iOS I guess I'm safe... for now Posted Image


Yeah hacker's suck, if you want a Anti-Hack system (that's currently under development, but has a working version) visit this page: Click Here :D, the anti-hack system is working on GM: Exe, HTML5 (i don't know if it works for IOS or Android since i can't really test it since the Android SDK isn't installing correctly for me :/)
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#7 DefuzionGames

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Posted 22 April 2012 - 09:51 PM

wow now we got people admitting they are hackers like there nothing wrong with it, and thats on a programming forum too. Thats like a white guy walking into a black neighbourhood and saying "we use to keep black people as slaves and I enjoyed beating them up", its just wrong.

On the other hand its can be good to know someone who has hacking knowledge (not a hacker though) who can help prevent hacking and make things more secure
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#8 cotycrg

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Posted 23 April 2012 - 02:26 AM

Well since we're talking about 'hackers' I'll throw my two cents out there. ..I'll try to be choice with my words.

Personally, I don't endorse or condone hacking/pirating/etc. The way I see it is this: If you get some sort of advertisement out of it, it's good. When there is a new hack out for a game, or some crack or a flat out torrent of an already cracked exe/apk/etc of the game, that means that double/tripple the amount of people that would have bought it are now playing it. This is not bad.

Actually, I think it's good. The way the internet works is pretty simple, honestly. Someone who is on it all day, "lolxDleNerd" or whatever most 'normal' people refer to them as, are friends with, guess what, normal people. From my personal experience, almost every single pirate tells someone about them pirating. This is -free- advertisement. Think of it as demos without in-app advertisement for cash. Sure, you aren't making money, but you're getting free advertisement for the actual product. Those pirates are going to tell their 'normal people' friends. Those friends are probably going to buy it, or at least tell someone else about "that super cool game my friend got for free!!"

So basically.. There's a little transmit of information, which is free advertisement that goes on. Hacker/Cracker -> Pirate -> Friend -> friend -> friend

This is the trend that is most common.

Although, if you're really upset about pirates, no matter the argument, here's some advice about how to stop piracy: MAKE A GOOD GAME.
I'm actually joking, most popular games are pirated the most, simply because more people know about it. But seriously, make a good game and market it good.

Fighting "pirates" is a losing battle no matter how you look at it. And it hurts the end-users in the long run.
Security of transactions is fine, just don't turn into EA/Sony/ubisoft/etc with intrusive DRM.

Edited by cotycrg, 23 April 2012 - 11:58 PM.

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#9 The2Banned2One

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Posted 23 April 2012 - 03:44 AM

wow now we got people admitting they are hackers like there nothing wrong with it, and thats on a programming forum too.


There is nothing wrong with being a hacker unless you use it to hurt someone or something.
A lot of programmers are hackers as well. You can't be a hacker and not also be a programmer.

Edited by The2Banned2One, 23 April 2012 - 03:45 AM.

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#10 jn2002dk

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Posted 23 April 2012 - 09:27 AM

Just a pet peeve here but...pirating software is NOT hacking. Even if you're using custom code or reverse engineering to do it you're cracking. There is a huge difference

On topic

Some people will always get around any protection you can make and i agree with the poster above about not making life harder on legitimate customers because of pirates. When someone pirates your software you're not necessarily losing money because there is no guarantee they would have bought it anyway so accept the pirates and focus on making your product good enough that people want to support it by paying
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#11 grugin

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Posted 23 April 2012 - 10:19 AM

Please, please, the first post is interresting, don't go in an other subject of discutions(that's not the place to). I'm interrested by the options to do micro-transactions inside games created in GMS for each platform (or better a cross-platform solution). Thanks in advance !
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#12 jn2002dk

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Posted 23 April 2012 - 10:47 AM

Please, please, the first post is interresting, don't go in an other subject of discutions(that's not the place to). I'm interrested by the options to do micro-transactions inside games created in GMS for each platform (or better a cross-platform solution). Thanks in advance !

Well...since only the guys working on GMS can answer the question asked by OP there is really not much else to say about it, no one else knows how it will be implemented
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#13 Debels

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Posted 23 April 2012 - 08:24 PM

Well i suppose i can make a secure payment on my program (thats currently WIP and it's also a school project).
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