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Old September 8th, 2010, 12:40 PM   #1 (permalink)
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Default Doodle Bowling (Free game by GameResort)

Hi there,
we just released our second game for Android, Doodle Bowling. It is a very casual bowling game with 14 cool themes...



Like our previous game Castle Warriors (Castle Warriors - 3D RTS game), we are still working on Galaxy S support (only works if you reboot your device right before playing the game, not very practical)... so for now:

Tested on:
  • Nexus One
  • HTC Droid Incredible
  • Motorola Droid X
  • HTC EVO 4G
  • Motorola Droid
  • Dell Streak
  • HTC Desire

Not supported:
  • Samsung Galaxy S (unless you have Android 2.2)
  • HTC Magic
  • HTC Wildfire
  • HTC Hero
  • ZTE Racer
  • MyTouch 3G Slide

Any feedback on how the game performs on your devices would be greatly appreciated. Thanks!

Doodle Bowling
by GameResort
<50 downloads, 1 ratings (5 avg)
Free



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Old September 8th, 2010, 01:33 PM   #2 (permalink)
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Just out of curiosity, why is the Hero not supported?
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Old September 8th, 2010, 01:49 PM   #3 (permalink)
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Pretty fun game, but its a hefty 15MB! Even after install to SD theres still 9MB+ left in my phone's internal memory. Less than half of the game was installed to sdcard!
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Old September 8th, 2010, 02:14 PM   #4 (permalink)
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Quote:
Originally Posted by cr0wnest View Post
Pretty fun game, but its a hefty 15MB! Even after install to SD theres still 9MB+ left in my phone's internal memory. Less than half of the game was installed to sdcard!
well that has put me off!
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Old September 8th, 2010, 02:57 PM   #5 (permalink)
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Quote:
Originally Posted by statnut View Post
Just out of curiosity, why is the Hero not supported?
The game engine we are using (Unity) requires a CPU with hardware floating point, which the Hero doesn't have.
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Old September 8th, 2010, 03:29 PM   #6 (permalink)
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What about HTC Desire support. I presume it will support it as it has a 1GHz snapdragon processor?
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Old September 8th, 2010, 03:51 PM   #7 (permalink)
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Quote:
Originally Posted by diS View Post
What about HTC Desire support. I presume it will support it as it has a 1GHz snapdragon processor?
The HTC Desire should be supported, but we don't have that device... it would be awesome if you could give it a try and let us know
thx
-marc
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Old September 8th, 2010, 04:12 PM   #8 (permalink)
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Another awesome looking game by you guys... now as soon as you add Galaxy S support....
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Old September 8th, 2010, 04:16 PM   #9 (permalink)
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I played Castle Warriors on my Samsung Epic.... which is a Galaxy S phone. I'll give this game a try too.

EDIT: Confirmed! Works great on my epic.
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Old September 8th, 2010, 04:23 PM   #10 (permalink)
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been wanting to play a good bowling game but it looks like i will have to wait as ive got a galaxy s
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Old September 8th, 2010, 05:29 PM   #11 (permalink)
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Plays and works flawlessly on Dell Streak. Thanks for the game GameResort!
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Old September 8th, 2010, 05:39 PM   #12 (permalink)
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Quote:
Originally Posted by GameResort View Post
The HTC Desire should be supported, but we don't have that device... it would be awesome if you could give it a try and let us know
thx
-marc
Well I've got to mention that it works perfectly on the HTC Desire.
Although I do find the controls to be a bit odd.

I think it would be better just to flick the ball.
But now you have to tap and hold and then flick a bit further.

Also, when you want to choose themes, scrolling through them lags quite a bit and it's not that "smooth".

And the file is quite large
Maybe you'll find a way to get more data to the SD card?

Hope you find this to be useful
Cheers

PS: I really like the game These "minor" issues don't bother me that much accept the controls thing
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Old September 8th, 2010, 05:49 PM   #13 (permalink)
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Tried it on my Desire, it is a good game and runs smoothly but I'm not willing to use up 9mb+ of space for any game.

If you manage to get it down to a decent file size left on the phone then I will gladly download it again.
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Old September 9th, 2010, 05:57 AM   #14 (permalink)
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was a good quick play, but agreeing with oters when ichecked the memory usage and moved it to phone to se total size was 24 mb.... thats insane for a simple game like this..

get it down to maybe 1 or 2mb on the phone and ill get it again..

otherwise 4 star
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Old September 9th, 2010, 05:24 PM   #15 (permalink)
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Game looks like it has potential, though I'm also not going to use up so much of my storage. Game Resort, could you look into making this game moveable to the SD card?
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Old September 9th, 2010, 05:36 PM   #16 (permalink)
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Do you guys have any ETA on supporting the Galaxy S line? I have no idea what all goes into the programming to support that phone, just wondered if you guys had a set date you were working toward
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Old September 9th, 2010, 06:46 PM   #17 (permalink)
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Quote:
Originally Posted by No_u View Post
Game looks like it has potential, though I'm also not going to use up so much of my storage. Game Resort, could you look into making this game moveable to the SD card?
It is able to move to the SD Card. Now you've got 9MB or something on your phone. If it didn't move to your SD Card there would be 24MB on your internal memory!

That's why most people uninstall it because it still leaves alot of data on the internal memory.
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Old September 9th, 2010, 10:46 PM   #18 (permalink)
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Very fun game. Keep them coming gameresort.
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Old September 10th, 2010, 09:17 AM   #19 (permalink)
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I also noticed that it literaly DRAINS my battery
Played 1 game and it allready drained 25% of my battery

(HTC Desire)
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Old September 10th, 2010, 10:31 AM   #20 (permalink)
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Nice, I like playing it on my Desire better than on the iPod actually, there's more screen space of course, but I think it looks better. Are you thinking about introducing global/area high scores or challenges?
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Old September 12th, 2010, 12:23 AM   #21 (permalink)
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Thanks for all the feedback, here are a few answers...

Install size: we are aware that the game is 'on the heavy side'. The base game engine we are using (Unity) takes up 9megs, and since Android will install all native compiled code to the internal memory by default, that is what the basic footprint is. There might be room for optimization in the future, but for now we can't change it. Also, we are using 1024x1024 images for all backgrounds (in order to fit all screens). One image (compressed) is 0.5MB, so with 14 themes, you do the math... not going to fit in 1-2megs
We never really had to worry about memory on the iPhone side, so this has been an eye opener for us.

Galaxy S: we thought it would be easier, but apparently the device has some 'funky' memory management and is not freeing up enough space to run our games. Again, Unity is trying to find a workaround, but unfortunately we don't have an ETA at this point.

Global leaderboards/Challenges: on the iPhone, we implemented Facebook connect, but hardly anybody was using it. I think Openfeint has potential and should be coming to Android soon... we'll see.
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Old September 25th, 2010, 06:07 PM   #22 (permalink)
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Great Game. Only the storage space is too much.
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Old September 26th, 2010, 01:07 PM   #23 (permalink)
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any news about Galaxy S support for both of your games ?
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Old September 27th, 2010, 04:17 AM   #24 (permalink)
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To play on Galaxy S Devices: Dl and Install from market > Run> allow to force close> Uninstall> reDL and Reinstall from market and run App. It should work, as it worked for me

I have an Epic BTW.
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Old December 22nd, 2010, 11:37 AM   #25 (permalink)
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This isn't even in the market on my Husband's HTC Droid Eris But I love it on my Motorola Droid!!!!
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Old January 14th, 2011, 11:22 AM   #26 (permalink)
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Just discovered this game. Running as smooth as silk on my DroidX, nice graphics and sound effects. All this and free! For me it is a keeper.
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