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6

Each project will be different, and you may also find that your potential employees have a variety of expectations. For example, many folks may prefer a salary because they have a practical personal need to pay rent/mortgage and put food on their table. Especially if there is a need to hire them for a lot of hours (e.g., 40 hours per week for 6 months), ...


4

Google recently made their policy clearer so both Apple and Google are taking the 30 cut of any transaction made as in-app purchase. They don't allow any other form of payment inside the app and will simply remove your app from the marketplace if you hassle with it. The only exceptions both of them allow are: Selling of virtual goods in the game - they do ...


4

As johlo said Apple only allow the use of their own API. I think Google do too. However, if your game is HTML5 and you host it yourself, you're free to charge anyway you want. You can also instruct your players on how to save the game as an app and take advantage of caching to make the game act as close to any other app as possible (if you want offline ...


4

Unlocking extra content for paying users is not a problem for either Apple or Google (I assume you mean the Google Play app-store, there are different Android app-stores with different requirements). However, your app will be rejected by Apple since they require you to use their In-App-Purchase service. It costs 30% for each transaction, but it is a payment ...


4

Yes However, there are some restrictions. As stated in the terms: Not legal tender except in localities with citizenship rights for unicorns And, a little known fact is that Scotland's national animal, is the Unicorn. Also, I'm pretty sure Internetland allows them, 'cause they, like, for sure allow Unicorns. The majesty of these animals is ...


3

The tricky part is that I would like to permanently remember this purchase as I would like to give players how purchased the game the opportunity to download additional content etc. for free later. Nevertheless, the user should be able to switch computers or reinstall the game without loosing that "purchased"-flag. If you make a website for the game, ...


1

The important thing to remember, is to keep your in-app purchased local to the server only. If a customer purchases something, whether through your website or through your game, it should get processed server-side. Look at Guild Wars 2, SWTOR, or Hearthstone for examples of game that do this. Their in-game purchase screen is no more than a fancy website ...


1

From their help pages: You can make purchases through Google Wallet using a credit, debit, or gift card with the following logos: American Express(USD Only) Discover (USD Only) MasterCard Visa Visa Electron (Outside of US Only) However, some customers may be able to set up payment through their mobile carrier and people can put money ...


1

I'd think you have two approaches: you can hire them as contractors, or as partners. As contractors, you are paying them one time for what they do - e.g., "I will pay you X for a total of 4 music tracks" You own what they make outright, and it's yours to do with as you please. As partners, they may (or may not) be paid for their work on the project, but ...



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