New Qt-based Game Engine for mobile Games – great benefits for Nokia Developers #Symbian #MeeGo

| March 25, 2013 | 45 Replies

Screen Shot 2013-03-25 at 16.59.48We got an email from Austria based Chris and their Qt based cross-engine platform at V-play. More info available atΒ

Hi Jay

I am Chris from “V-Play” and a long-term reader of you blog, as I am a Nokia Developer myself.


“V-Play” (a developer-studio from Vienna) just launched a new qt-based game engine, that comes with many benefits for Nokia Developers.
The Game Engine is cross-platform and allows to develop in a declarative way for Symbian and MeeGo as well as all major platforms.
With “V-Play” it is possible to deploy games with just one click on every desired platform and therefore publish it in the app stores.
That makes “V-Play” a great choice for every Nokia-Developer who wants to transfer his mobile game to another platform (e.g. iOS, Androis) easily.

The Game Engine comes with further new features, such as an integreted level-editor that allows developers to simply integrate it into every game and therefore offers every gamer the possibility to create own levels on their devices.

For further information please take a look at the attached press release or visit our homepage:Β
I will be happy to assist you with any further questions, requests or suggestions you might have. I will be very pleased about any feedback.
Or maybe you see the possibility to let us write a guest-article, as I think the “V-Play” game engine is a great tool for every Nokia Developer.


Best regards from cold Austria πŸ™‚





Category: Nokia, Symbian

About the Author ()

Hey, thanks for reading my post. My name is Jay and I'm a medical student at the University of Manchester. When I can, I blog here at and tweet now and again @jaymontano. We also have a twitter and facebook accounts @mynokiablogΒ and Β Check out the tips, guides and rules for commenting >>click<< Contact us at tips(@) or email me directly on jay[at]
  • kornofilo

    games for ios= meego-sailfish-symbian!!!

    • noki

      its probably compatible also with BB10 and the Ubuntu phone

      • cloud

        I hope somebody ports nokia sleeping screen to N9 because N9 supports qt and sleeping screen is based on qt
        im sure sleeping screen would shine on deep blacks and high contrast display of N9…

        • Maybe

          N9 already have sleep screen

  • werwer

    no windows phone? :p

    • Bloob

      WP doesn’t support Qt, Qt doesn’t support WP.

      • Banderpop

        Worse still, Windows Phone 8 needs a Windows 8 machine for development. Windows 8 cannot run the QT4 SDK. Well done Nokia for choosing a platform that can’t even have it’s SDK co-exist with QT on the desktop.

        • zlutor

          “Worse still, Windows Phone 8 needs a Windows 8 machine for development” – yess!

          What a wise move requiring such things for developing a 3% market share mobile OS…

        • Bloob

          Humm.. I’m running Qt4 SDK on Win 8.

          • Banderpop

            Really? The Windows 8 Upgrade Assistant said it wouldn’t work, and Windows 8 isn’t listed as an OS that the QtSDK will run on when I last looked. Nice to know that, most likely, nobody actually bothered to try it.

  • Bloob

    Looking great.

  • Weirdfisher

    Holy shit this made my freaking awesome day

  • Hi werwer,
    we have it on our roadmap for Q3, but another hot platform will be supported first πŸ˜‰

    Chris from V-Play

    • noki

      BB10 ? πŸ˜‰

      • Good shot πŸ™‚

        • Dave

          Can’t be BB10, you said “Hot platform” πŸ˜‰

    • zlutor

      WP8 support in Q3 with Qt?!?!?

      You know someting… πŸ™‚

      • Dave

        Slight edit of my previous comment.

        Can’t be WP8, Chris said “Hot platform”.

        Although Nokia do make lots of burning platforms ….

  • anonymous

    i just hope that developers from other platforms consider this, since they won’t loose just gain… cross fingers for symbians sake…

    • Jyrki Sukula ottaa voiton Ramskista


      Anyone know the reason for using JavaScript instead of something like Lua?

      And did someone see there an example of their level editor?

      But anyway, this is probably one of the most important new software releases for those low volume phones supporting Qt.

      Does anyone remember what was SEUCK in the 8-bit era? The next step would be doing something like that.

      • Banderpop

        Do you mean a construction kit for making shooters easily for mobile phones? Or to have the construction kit actually on the phone, so you can create graphics out of photos and record your own sound effects without even going near a PC? The latter would be quite a lot of fun I think! The results would be a bit rough, but I could turn a friend’s face into an enemy sprite and demonstrate it straight away…

        • Jyrki Sukula ottaa voiton Ramskista

          The later. It would be interesting to be able to have that kind of construction kit on a phone. There is at least one for Android, but it’s a bit limited.

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      • Hi Jyrki,
        the reason for JS is the great support together with Qt & QML, esp. the latter boosts game development thanks to property bindings & property propagation, signals & slots and the declarative language approach.

        Regarding the level editor: we have it integrated in two of our own games that come as open-source game templates as part of the SDK (Squaby, a tower-defense game available for download here: and the other one is called OneMoreLevel, which is availabel among the other sample games here:

        There are also some games by V-Play developers using the level editor as part of their game, for example see:

        Our own particle editor was also made with the level editor functionality, which allows you to change any property at runtime on your device:

        We are working with full steam on more stuff, that allows to not only use the level editor for the content creation process during development, but even allow your players to create own levels and share them with the whole community.

        I hope that clarified a few things πŸ˜‰

  • noki

    and this after nokia abandoned Qt πŸ™‚ and everything it might give Nokia any sort of Future…. Stuck with incompatible WP…

    WP is soo distant from the development landscape in mobile that is not even funny.

    • Keith too

      Yes, it is a good thing the tooth fairy created the 150,000 apps for Window Phone or they wouldn’t have any.

      • N9

        130 000 In 3 Years wow wp Is fantastic bb took 2 hole months to get 100000

        • Jyrki Sukula ottaa voiton Ramskista

          Where is the link saying how much of those are Android ports and how many of them are native applications?

          • zlutor

            Of course, those 130k are all genuine WP apps, eh?
            C’mon, 100k is 100k…

    • Jyrki Sukula ottaa voiton Ramskista

      It’s based on Cocos2D-x so that’s not so surprising they have pulled this off. But if they really have a fully working cross platform tool built on top of Cocos2D-x, that’s great.

      • Thanks Jyrki, we think so too πŸ˜‰

    • zlutor

      Nokia abandoned Qt but fortunately passed it to Digia – who immediately promised support for Android, iOS…

      So, Qt for president! πŸ™‚

  • Grazy

    I hope this means some more apps for Meego :P)

  • Pingback: V-Play New QT-Based Cross Platform Gaming Engine for Nokia Developers | Nokia Revolution()

  • Jyrki Sukula ottaa voiton Ramskista

    This looks nice. Box2D is great. But why not including Chipmunk to that? It has better collision detection. Anyway, for most people that’s not needed.

    $299 is not that bad.

    They sure are trying to make iPhone developers to get this by making clear how easy it is to come from Cocos2D. And several other engines.

  • tris

    Ok youre going to think this is a dumb question, but what the heck is QT?? For me i keep thinking QuickTime??? I’ve heard it mentioned a few times and still have no clue

    • Jyrki Sukula ottaa voiton Ramskista

      It’s a cross platform API.

      If you don’t know what that is, I could say it’s like a Java wannabe but making binary code instead of bytecode.

  • Gasbond

    and this means that?

  • burningBit

    Great news indeed! So it seems we would still get to see more developers support on Symbian and Meego despite everything that happened so far.

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  • Grendell

    Great news! This needs a Hero game for multiple platforms! Is there any way V-play can partner with older console game companies? I’d love to see a slew of NES/SNES/3DO games rereleased without an emulator.

  • Jaak

    Why only Qml api. Is this targeted for htm / css devs only. I’am a Qt c++ dev and not familiar with declarative thing. It would have better if there was also a c++ interface in addition to the Qml interface.

    • Jyrki Sukula ottaa voiton Ramskista

      You could lose the portability with a C++ interface. That is, if you started to use some platform specific features.

      That’s what happened on Symbian when people coded with Qt and started using platform specific features because Qt was not supporting everything they needed. Or the support was poor.

      It seems that they are targeting people with not so much or little experience in coding. Opening too many features could complicate things too much.

      It’s better to keep it simple and clean while not opening every possible interface and risk people using features they can’t really handle.

      • The main reason for choosing QML/JS as the main programming language for game logic & scene definitions is the increased productivity. In the latest SDK update 1.3, we implemented the very same game in C++, and then with QML/JS. The result was stunning: you save more than 60% of source code with a simple project, and this difference gets even bigger on larger-scale projects. The decision is also about saving time because of less error-proneness compared with C++ and shorter syntax overall. You can read about this comparison in more detail here:

        That said, it is also possible to write C++ code and mix that with the QML definition of your game. You can just provide any functionality via QML components or QML context properties, as we did it for the V-Play componenents for physics, sprites, particles, etc.. This works today for the desktop already – for the mobiles full C++ support will come in Q2 or Q3, depending on our customer demand.

        However, as Jyrki said, we will not provide a full C++ interface for our QML components, because you are much faster by using the declarative QML approach to define the structure of your game and it would result in a too complicated interface. But adding custom C++ code and providing it through clean interfaces as QML components is absolutely possible.

        Cheers, Chris

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