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Lupetto
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Android Wed, 18 May 2011 15:21
hi,

there is a possibility to play DoW games on Android ?

Lupo
      
rasmussen81
DoW Content Provider
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Re:Android Wed, 18 May 2011 15:50
Lupetto wrote on Wed, 18 May 2011 17:21

hi,

there is a possibility to play DoW games on Android ?

Lupo


No, there's no DoW games for the Android or the iPhone. They have a game (Small World) for the iPad, but nothing for the smaller devices.
      
LoPimp
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Re:Android Fri, 20 May 2011 11:50
Hi,

now a bunch of tablet are using Android and Google OS gains more an more market share.

I own www.android-belgium.com if at some stage you decide to make you games available on Android, I'd be very happy to talk about it.

don't hesitate to contact me then Smile
      
slow1234
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Re:Android Wed, 25 May 2011 23:58
Hopefully this doesn't become a double post.

It would be great to see DOW games made for Android tablets - especially Ticket to Ride!
      
TheRiddler1976
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Re:Android Tue, 21 June 2011 13:43
Couldn't agree more Smile
      
Ebhen
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I was there

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Re:Android Thu, 17 November 2011 00:30
TTR have just landed for Iphone so we can really hope that it will arrive to Android-phones soon. I really would love to play TTR when ever I have a moment left. Laughing
      
player949302
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December 2011
Re:Android Thu, 15 December 2011 08:10
Any plans to release ticket to ride for the android? Crying or Very Sad
      
rasmussen81
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Re:Android Thu, 15 December 2011 08:50
player949302 wrote on Thu, 15 December 2011 11:10

Any plans to release ticket to ride for the android? Crying or Very Sad


I haven't heard any plans from DoW about porting any of their games to other mobil devices. That doesn't mean it couldn't happen, but it seems like they have chosen Apple devices for their games. Smile
      
Kershek
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Re:Android Tue, 20 December 2011 16:07
If they are exclusive to Apple devices then they have lost half their market. They really should announce that at least they are looking into Android apps.
      
scallen
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Re:Android Tue, 20 December 2011 21:17
I greatly agree, there is a huge community of Android users across the world. The market is catching up and surpassing the Apple market. Please port these games! I would love to play Ticket to Ride and Small World on my Galaxy Nexus phone!
      
Caboose
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Re:Android Wed, 21 December 2011 16:31
As I have stated in numerous posts about "Can we have XXX for YYY", DoW programming staff is VERY small and thus uses it's staff to do what is possible without straining it's staff to support numerous products/applications/operating systems.

Cab
      
SkullOne
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Re:Android Wed, 21 December 2011 16:49
scallen wrote on Tue, 20 December 2011 14:17

I greatly agree, there is a huge community of Android users across the world. The market is catching up and surpassing the Apple market. Please port these games! I would love to play Ticket to Ride and Small World on my Galaxy Nexus phone!


LOL. That statement is so flawed I don't know where to begin picking it apart. So lets start with the obvious.

http://www.appleinsider.com/articles/11/11/21/googles_androi d_market_estimated_to_earn_just_7_of_what_apples_app_store_m akes.html

*Cliff notes* More people are willing to spend money on iOS applications than Android.

And here is the next set of issues that keeps serious developers away from Android:

15 API libraries in use across 180+ DIFFERENT devices.
Of the API libraries 5 of them are in wide spread use across 150+ devices.

There are 8 major screen resolutions.
There are only 4 major XML descriptor layouts to cover those 8 resolutions. Which means the newest resolution doesn't properly display the last 2 years of applications created.

There are 4 major CPU configurations.
There are 4 major GPU configurations.
There are 4 major MEMORY layout configurations.

Which means the developer has to write specific optimized code for each potential combination because they never know what kind of device the application will be installed on.

Android uses the Dalvik Virtual Machine to run 95% of the applications installed. This Dalvik VM is supposed to allow one piece of code to run on any of the 180+ devices currently in use. The issue is the DVM has memory leaks, CPU wasting code and isn't always optimized by the phone manufacture for the platform it is running on. So performance of an application can very greatly across devices.


I could go on, but it would be like throwing battery acid on a wound that still has the knife in it.


You know I should be fair and list the same thing for Apple as I did for Android.

5 APIs. 3 of them still in use across 4 hardware specs.
2 screen resolutions to program against.
4 CPUs, 3 GPUs, 3 memory configurations. Unlike Android doesn't require the developer to write specialized code.
All iOS applications are NATIVE code and only require a 420 Mhz CPU to run properly. But at present 75%+ of the devices in use are clocked at 600 to 800 Mhz.


BTW I left out tablets completely because Android becomes even more fragmented if you include them.
      
rasmussen81
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Re:Android Wed, 21 December 2011 22:10
SkullOne wrote on Wed, 21 December 2011 19:49

scallen wrote on Tue, 20 December 2011 14:17

I greatly agree, there is a huge community of Android users across the world. The market is catching up and surpassing the Apple market. Please port these games! I would love to play Ticket to Ride and Small World on my Galaxy Nexus phone!


LOL. That statement is so flawed I don't know where to begin picking it apart. So lets start with the obvious.

http://www.appleinsider.com/articles/11/11/21/googles_androi d_market_estimated_to_earn_just_7_of_what_apples_app_store_m akes.html

*Cliff notes* More people are willing to spend money on iOS applications than Android.

And here is the next set of issues that keeps serious developers away from Android:

15 API libraries in use across 180+ DIFFERENT devices.
Of the API libraries 5 of them are in wide spread use across 150+ devices.

There are 8 major screen resolutions.
There are only 4 major XML descriptor layouts to cover those 8 resolutions. Which means the newest resolution doesn't properly display the last 2 years of applications created.

There are 4 major CPU configurations.
There are 4 major GPU configurations.
There are 4 major MEMORY layout configurations.

Which means the developer has to write specific optimized code for each potential combination because they never know what kind of device the application will be installed on.

Android uses the Dalvik Virtual Machine to run 95% of the applications installed. This Dalvik VM is supposed to allow one piece of code to run on any of the 180+ devices currently in use. The issue is the DVM has memory leaks, CPU wasting code and isn't always optimized by the phone manufacture for the platform it is running on. So performance of an application can very greatly across devices.


I could go on, but it would be like throwing battery acid on a wound that still has the knife in it.


You know I should be fair and list the same thing for Apple as I did for Android.

5 APIs. 3 of them still in use across 4 hardware specs.
2 screen resolutions to program against.
4 CPUs, 3 GPUs, 3 memory configurations. Unlike Android doesn't require the developer to write specialized code.
All iOS applications are NATIVE code and only require a 420 Mhz CPU to run properly. But at present 75%+ of the devices in use are clocked at 600 to 800 Mhz.


BTW I left out tablets completely because Android becomes even more fragmented if you include them.


Well, that might be the reason we haven't seen any Android games from DoW...and why we probably won't see any in the future. But I'm just a fan of the company and the game like you, so like they say, "Hope springs eternal" and you can always hope that someone in DoW sees things the way you do and believes that they can make some money with an Android version of their games.

Like I've said before, though, I wouldn't hold my breath. Smile
      
*player545975
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Re:Android Thu, 12 January 2012 23:25
Instead of having it on the android platform what about having it available through Google games? The we app version could run across platforms even into Windows 7 & 8 tablets.
      
Valendir
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February 2012
Android - Use Kickstarter! Wed, 22 February 2012 19:21
I am a big fan of your physical board games (I own most of them).
I have an Asus Transformer Prime tablet and would really like to see your products on Android.

If the problem is the development team is too small, I may have a suggestion.

Use Kickstarter (www.kickstarter.com) to finance the Android development. That way, you are guaranteed to have the money upfront to pay for development. Contributors can receive the game for free once it's done, and/or other products from DoW depending on the level of contribution (once the project is confirmed). If you don't get enough financing, then you'll know there isn't enough interest and contributors are refunded, no harm done.

Thank you!

[Aktualisiert am: Wed, 22 February 2012 19:23]

      
scallen
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  Re:Android - Use Kickstarter! Wed, 22 February 2012 19:30
Valendir wrote on Wed, 22 February 2012 12:21

I am a big fan of your physical board games (I own most of them).
I have an Asus Transformer Prime tablet and would really like to see your products on Android.

If the problem is the development team is too small, I may have a suggestion.

Use Kickstarter (www.kickstarter.com) to finance the Android development. That way, you are guaranteed to have the money upfront to pay for development. Contributors can receive the game for free once it's done, and/or other products from DoW depending on the level of contribution (once the project is confirmed). If you don't get enough financing, then you'll know there isn't enough interest and contributors are refunded, no harm done.

Thank you!


This is a great suggestion and I would be happy to be a contributor of a KickStarter for Android development of DoW games. This may be an opportunity to consider a common architecture for development across numerous platforms using the same code base. I admit I haven't checked into it much myself, but I've heard the Mono.NET libraries have been considerable progress from a friend whose dev. team has used it to release apps for Apple, Android, and Windows using one code base. With Windows phone 7.x on the rise, you may be looking at two new audiences to engage with in a single project...
      
AK_Aramis
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Re:Android - Use Kickstarter! Fri, 20 April 2012 19:20
I would be interested in an android tablet version.

Knowing that the Dalvic VM has leaks, big whoop... most VMs do, and a great many programs in general, and it is a lame excuse not to develop for Android.

TTRO is a Java app, and the Dalvic VM runs Java, so much of the needed codebase is already written... just a matter of writing the UI. The leak issue is readily handled: after a game, have a close button that terminates the program; a new instance will be invoked upon next activation, as exiting closes the current vm instance.

Android, as an OS, is a large, growing userbase... and really, direct support for nonstandard sizes isn't essential -- the devices with them upscale from the standard four. By use of the VM, much of the processor and hardware issue is already solved: by not using native code, you need not pay attention to the processor.
      
KungFu Teddy
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June 2012
Re:Android Mon, 05 November 2012 03:48
SkullOne wrote on Wed, 21 December 2011 10:49

scallen wrote on Tue, 20 December 2011 14:17

I greatly agree, there is a huge community of Android users across the world. The market is catching up and surpassing the Apple market. Please port these games! I would love to play Ticket to Ride and Small World on my Galaxy Nexus phone!


LOL. That statement is so flawed I don't know where to begin picking it apart. So lets start with the obvious.

http://www.appleinsider.com/articles/11/11/21/googles_androi d_market_estimated_to_earn_just_7_of_what_apples_app_store_m akes.html

*Cliff notes* More people are willing to spend money on iOS applications than Android.

And here is the next set of issues that keeps serious developers away from Android:

15 API libraries in use across 180+ DIFFERENT devices.
Of the API libraries 5 of them are in wide spread use across 150+ devices.

There are 8 major screen resolutions.
There are only 4 major XML descriptor layouts to cover those 8 resolutions. Which means the newest resolution doesn't properly display the last 2 years of applications created.

There are 4 major CPU configurations.
There are 4 major GPU configurations.
There are 4 major MEMORY layout configurations.

Which means the developer has to write specific optimized code for each potential combination because they never know what kind of device the application will be installed on.

Android uses the Dalvik Virtual Machine to run 95% of the applications installed. This Dalvik VM is supposed to allow one piece of code to run on any of the 180+ devices currently in use. The issue is the DVM has memory leaks, CPU wasting code and isn't always optimized by the phone manufacture for the platform it is running on. So performance of an application can very greatly across devices.


I could go on, but it would be like throwing battery acid on a wound that still has the knife in it.


You know I should be fair and list the same thing for Apple as I did for Android.

5 APIs. 3 of them still in use across 4 hardware specs.
2 screen resolutions to program against.
4 CPUs, 3 GPUs, 3 memory configurations. Unlike Android doesn't require the developer to write specialized code.
All iOS applications are NATIVE code and only require a 420 Mhz CPU to run properly. But at present 75%+ of the devices in use are clocked at 600 to 800 Mhz.


BTW I left out tablets completely because Android becomes even more fragmented if you include them.


not totally agree.
Yes you are right.. of course if you are a Dev house you cannot try to cover the 100% of android devices(if you are a small one) but I think there is not reason to don't cover maybe the "top gamma" they have similar resolution, similar processor, of course probably you don't have the same number of iphone device but better than nothing.
I found the Fragmantation much more an excuse for a bad programmer instead a opportunity to increase the copy selling.

There are a lot of dev companies than made games for iphone and android (and I talk about small one) why are you not able to do it?

Sorry about that I'm very very disappointed about that form Days Of Wonder.
I love it, I have a lot of them board game, I have the steam game.
But I don't like this. so if I want to play to TicketToRide or SmallWorld I need to buy an Ipad? bad thing...bad...sorry Sad

I don't think I'm the only one that think in this way.
great company but I do not think that a group of customers reserving this treatment
      
cucrevmikey
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February 2012
Re:Android Tue, 25 June 2013 22:01
I got the Amazon Kindle app and I was hoping when I logged into my account that I would be able to play all the maps like I can with my PC downloaded version...Is there anyone would can enlighten me on this matter? I would love to play 1910 Mega without paying for the digital map for Kindle.
Thanks Smile
      
rasmussen81
DoW Content Provider
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Re:Android Tue, 25 June 2013 22:30
cucrevmikey wrote on Wed, 26 June 2013 00:01

I got the Amazon Kindle app and I was hoping when I logged into my account that I would be able to play all the maps like I can with my PC downloaded version...Is there anyone would can enlighten me on this matter? I would love to play 1910 Mega without paying for the digital map for Kindle.
Thanks Smile


I believe you have to pay for the maps, just like I had to buy the maps again for the iPad when I got the app. It's a different product that took different coding and work, so I don't have a problem supporting DoW.
      
    
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