HyperBowl is on the Android Market (give it a try, please)

I released HyperBowl on the Android Market, yesterday.

https://market.android.com/details?id=com.technicat.HyperBowl

It’s free, ad-supported and only tested on my Samsung Vibrant (Galaxy S), so I’d appreciate any reports on how well it runs on other devices. If it crashes or runs horribly slow (there’s a frame rate display toggle in the options menu), or is otherwise unplayable, I’ll add that device to the new device filter list in the Android Market.

I cant test because I have an ARMv6…
Can you help me here?
http://forum.unity3d.com/threads/89282-How-to-build-for-Android-2.2-FROYO
Thanks

Ehmm. maybe you need to put an exit button to the main menu

It refuses to work on my Asus Eee Pad Transformer tf101. Android 3

Sorry

Thanks. Good to know!

I had one, but there seemed to be a problem with Application.Quit. Every time I called it, the app seemed to hang when I tried to run it again, whereas when I just killed it via the Task Manager, it started again fine. A bug report is on my to do list.

I wasn’t planning to support ARMv6 but I do actually have code that switches off content so it can run on 2nd-gen iOS devices, so if I can reliably check at runtime whether it’s ARMv6 or ARMv7 (maybe checking SystemInfo.processorType), I can do the same thing for Android. Which device do you have, and does it run other Unity apps? (like Crazy Snowboard?)

It runs great on the Nook Color running CM7.

Awesome! I was planning to buy one for my Dad soon (and maybe for myself).

I just discovered I have a few textures in DXT format that didn’t get automatically or manually converted during the port, but sounds like that didn’t break anything.

Working fine on my EVO.

Working fine on Xperia Play, on Nexus One it is little bit slow (15 - 20 FPS), but playable…

That’s good news. I saw this benchmark from last year showing the Samsung Galaxy running twice as fast as the EVO, so I was worried.

http://androidandme.com/2010/06/news/high-end-android-gpu-showdown/

The Xperia Play sounds cool. Good to hear HyperBowl is running OK with Android 2.3 (at least on that device). I see from my stats that about Android 2.3 and 2.3.3 together comprise nine percent of my downloads. HTC Desire is the leading platform.

About the Nexus One, oh, well…I’ll try to keep optimizing - unfortunately, the game is not well balanced performance-wise, the worst-case lane (Tokyo) runs twice as slow as the fastest one (Classic)

Incompatible with LG Optimus V.
Runs well on Motorola Droid2, Android 2.2.

Thanks for the mostly good news (and free testing), everyone! I was emboldened to update it with Android 2.1 compatibility in the latest update.

It will support ARMv6FP?

Maybe in a future build, if an ARMv6 build runs just as well (I was more or less following advice that building to Android 2.0 and ARMv7 and OpenGL ES was a safe choice). You didn’t answer my question about what device you have and how well it runs other Unity apps.

OK, it’s enabled for ARMv6FP now, and should limit content accordingly just like the iOS version does with old devices, but it’s totally untested.

I got a report it doesn’t work on the garminphone, either. So everything from Asus is going on my Android Market exclusion list (along with the HTC Legend).