just4phil wrote:1st Question:
=> how do you solve that code-base problem with your free and paid versions?
Basically you use the same codebase but provide a different asset package in each version. If your engine is data driven enough, it would make the desired content available with no code changes whatsoever. The tricky part might be the ads issue. I lack experience with ads services but you could have the code in place and enable/disable ads using a setting in some config file in your assets. The paid version will have that option set to false. Remember not to perform any network communication for the ads if those are turned off.
Another advantage of doing this is that the free version will be much more light weight than the full one. You don't want to make people download a 20MB demo with their phones.
just4phil wrote:- to have 2 apps (free and paid) means that your paid app doenst have all the comments that went to the free app => that seems to be a disadvantage....
That's more of a marketing issue rather than a code one, I'm no expert on that matter.
just4phil wrote:- to deliver all the levels of the full version within the demo-version and implement an internal unlock seems to bee a security problem: maybe someone hacks the app and unlocks all the levels... i would like to avoid that potential issue
Like I said, two different, isolated asset packages collections. The free version won't have access to the rest of the levels, there is just no way.