While I completely understand railing against piracy, I can't, for the life of me, understand why he'd begin his post in the manner that he did -- not only mentioning that it's out there, but stating that it's on a torrent site, giving the game's name, and then providing a screen shot that gives people enough information to lead them straight to the direct download site it's posted on (No, I'm not stealing his game. No, I don't want to steal his game. I searched because the picture didn't look it'd come from any torrent site I'd ever seen, and I was curious as to what it was). IF the site I landed on is right, it's a direct download site that I'd never heard of. I'd go so far as to call it obscure). Funny thing about the site I landed on -> if it's not the same site, it bears an uncanny similarity in the phrasing and the color scheme. Oh, and their download count? A mere 256 vs his 29703.
DLC (in app purchases) do not solve the problem at hand here. in fact; you'll find that most developers exploit this functionality to charge end-users much more for the products they are using. lets buy 10 bullets for $0.99 - crazy. i would prefer to sell something cheap; and lots of them than try to exploit the honest users for more money. thats just me..
Well - I meant that a gift always puts you in an obligation. There are quite a lot of people who won't bite the hand that feeds them. I would better buy the game and review it officially.
I can't, for the life of me, understand I did it because I can't stand seeing how pirates cracked and released my game on the torrents and fileshares only 12 hours later after the release on the AppStore. I put my real name in the post and name of the game to address my personal message to persons who are stealing my game. Call it my own way of sending the diarrhea-rays to the bad guys. the site is download.p******p.com. Now it shows download count 296, I do not know if they reset their counter or it was some sort of error before, when I took the screenshot (download buttons also were missing). And yes, it seems that it was impossible for one site to upload 270GB in 12 hours. Probably we should ask their customer service to be 100% sure. Should I be happy because the number of stolen copies is two orders less than I saw last evening? Should I be sad because my game is not that good and users from p******p.com prefer to leech other .ipa files? Should I ask google for '[mygamename] iPhone ipa cracked' and be happy (or sad) again?
Yesterday I claimed the top spot in the Free Ride mode with a score of 20k, beating the previous of 16k. Now I got up around 30k today and broke my own score. Own the Free Ride board. I might try Advanced soon and see how that goes.
Let's continue in here - Touch Arcade > Games and Apps > iPhone and iPod Touch Games > Hit N'Run -- ip
I'm sorry but you are wrong. Most app piraters are kids with no money to buy apps. So if it couldn't be pirated, they wouldn't buy it anyway. Maybe you would make ~5% more money MAX, but noting much.
Just wondering, can't you prevent piracy by making the entire game a DLC? Because cracked apps don't have DLC? Oh yeah, and I beta tested this game, it was nice.
As a developer, I have investigated this. Yes, in-app purchase can be cracked so long as you do not have server-side checks of disposable DLC (ngmoco freemium). Social sites like Plus+ and OpenFeint are implementing this I believe, and that is the way to go. Of course, if they don't choose to log in, it can't be stopped.
yea there's no way to completely stop piracy (aside from redesigning the economic and social systems of the world) but anything that you can leverage to mitigate it's impact is obviosly in your best interest as a dev