How many games based on Qt are there?
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I don't think what "Bounce" use graphics features from Qt like QGraphicsScene, they use "Ka3D":http://www.kajala.com/ka3d graphics engine (see at the end of video). Many graphics engine use own resource system, types of variable, containers etc. If this graphics engine use OpenGL ES, so i think Bounce can use only one QtOpenGL (#include <QGL>) module what partialy copy API OpenGL. This is just wrapping. This game on Ka3D, not a Qt. Is nothing to be proud.
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This probably isn't what you meant, but inside the Qt Demos and Examples alone we have:
demos/declarative/minehunt
demos/declarative/samegame
demos/declarative/snake
demos/sub-attaq
examples/declarative/toys/tic-tac-toe
examples/graphicsview/portedasteroids
examples/script/qstetrix
examples/widgets/tetrix
And all of those are playable (I think), there are some 'unplayable' games including a rogue-like with a very boring dungeon, and a tvtennis with only AI players.
I noticed now that QtDeclarative doubled the number of game demos in Qt...
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Warzone2100 ("http://wz2100.net":http://wz2100.net) is an open source RTS game being ported to Qt (currently using SDL). The only functionality missed from SDL is the lack of screen resolution change functionality in Qt. The port is pretty much done at this point, but we could still use some assistance making the best possible use of Qt. The game is still mostly a C codebase, and GUI widgets are awkwardly drawn directly with OpenGL.
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I've made a clone of the board game Acquire that's on qt-apps (http://qt-apps.org/content/show.php/Profit?content=75859). I've started a number of other games using Qt, but none have gotten to the point where they were a playable game that could be released. I have a lot of ideas and have trouble just focusing on one until it reaches completion, so I jump around a lot, which makes it hard to actually finish anything :/
I think Qt is a great tool for game programming. I'm not an artist, so using the painter to do gradients and things have let me make games on my own that don't look all that bad.
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[quote author="aalpert" date="1278663997"]# examples/graphicsview/portedasteroids
[/quote]For some reason the ported asteroids example still drags around some of the Qt3 compatibility classes even in the docs of the newest Qt releases and uses them for some of the functionality. On forum nokia there's a port to S60 that has these removed. It can be found "here":http://wiki.forum.nokia.com/index.php/KAsteroids_for_S60.
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[quote author="colin.kern" date="1279736223"]I've started a number of other games using Qt, but none have gotten to the point where they were a playable game that could be released. I have a lot of ideas and have trouble just focusing on one until it reaches completion, so I jump around a lot, which makes it hard to actually finish anything :/.[/quote]
Heh, I've the same problem, but that way of doing is good for learning different techniques and frameworks first. Anyway, I'm not an artist at all, so that puts some limitations as well.
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[quote author="perim" date="1278666323"]The only functionality missed from SDL is the lack of screen resolution change functionality in Qt. The port is pretty much done at this point, but we could still use some assistance making the best possible use of Qt.[/quote]
I agree, not enough functionality to write non-casual or board game. Lack of changeScreenResolution function brakes game development using Qt. If you see sources of most games from here "http://developer.qt.nokia.com/wiki/QtBasedGames":http://developer.qt.nokia.com/wiki/QtBasedGames , you'll see that they using SDL for changing resolution, and OpenAL as multimedia framework (JAG for exmaple).
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I've submitted Qt apps to Ovi Store. It's not that painful.
Using NokiaQtSDK + QtCreator 2.1
The newest Qt-Creator does that pkg stuff (in your link) for you.You do all the setup when you Create New Project. You choose SmartInstaller. Then you choose a UID that Nokia gave you. Then you put in the developer key/cert that Nokia gave you.
Then you just write your app, hit compile. It's done.
Make new content on publish.ovi.com. Fill in meta-data, upload .sis file.
It's atually quite straight-forward.
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Stop using carbide for Qt apps, it's scary! LOL.
That's why there aren't enough games in Qt, the devs have seen Carbide and run a mile. If you tell them about Qt now they probably still think of Carbide and old Symbian C++.
My productivity has probably increased ten fold since switching.So am I allowed to publish opensource / example games as free in Ovi Store?
I'd like more people to be able to see these games as they are quite complete. Shouldn't just be inspiration for devs. -
From the looks of the Game Development forum there will be a lot of new Qt games coming out. You probably won't see them until Qt4.7 is available on the Ovi Store. I'm most impressed with the game engines coming out as they rapidly enhance the development of games on a platform (like Android and iOS have found).
Note I'm talking about Symbian - only because that's where all the end-users will be. Meego in the future too.[edit: offtopic removed / Denis Kormalev]
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Just thought I'd post one of my creations (witch I'm trying to publish on ovi :)).
"YouTube video":http://www.youtube.com/watch?v=ufMwn5ncQQk -
Just started writing a Qt/QML client for an MMO game I've been writing and rewriting for a while now:
https://bitbucket.org/skewedaspect/precursors-client-qml/wiki/Home
Gotta say, love working with QML for this. In a matter of days we've built about 75% of the functionality of the old (python based) client, that runs at 10x the speed.
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I fully agree morgul!
I think once you learned QML you will never want return to an imperative language again ;)For those who are looking for source code of published games: we provide "10 Qt-based games":http://v-play.net/doc/vplay-examples.html made with V-Play as part of the "V-Play SDK":http://v-play.net/download which are open-source. Some of them are also published in the iOS and Android App Stores: http://v-play.net/showcases/
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Hey
I have 2 games made with Qt, commercial ones
Check them
Also I'm hardly working to release a newer versions of both with online gameplay and stuff
Hopefully the quality helps, iOS versions are not deployed with Qt but I will deploy then with Qt 5.2 once it's out