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Nokia releases new Qt developer offerings
Forum Nokia Developer Conference, India
Optimise your website for mobile devices with mobile web templates and layouts
Zoom and Rotate Gestures in FlashLite for touch-enabled devices
Jackson Feijó
Read more about Jackson on the Champions website.
Nokia Developer Days in South Africa
December 01, 2009
Johannesburg, South Africa
Forum Nokia Developer Conference ’09, India
December 07, 2009
Bangalore, India
LeWeb
December 09, 2009
Paris
Web Runtime Coding With Aptana WRT Plug-in
December 09, 2009
9am New York | 2pm London | 4pm Helsinki
Web Runtime Coding With Aptana WRT Plug-in
December 09, 2009
9:30am New Delhi, noon Beijing

Qt: QSolitaire Game Example
This Qt example application is a cross-platform application based on the Qt Graphics View Framework and SVG graphics that runs in different Qt environments. Besides the S60 platform and Windows Vista, the updated example has been modified to support Qt for Maemo on the Nokia N900.

Qt: Noughts and Crosses Game Example
This Qt example application is a Noughts and Crosses game that demonstrates a
cross-platform application with a custom layout using QLayoutManager and style
sheets for buttons. The application supports touch UI and keyboard. It has
been designed to work on the S60 platform, Maemo, and Windows XP. The application has been tested to work on the latest Qt for S60 4.5.2 Tower release and Qt for Maemo on the Nokia N900. Important classes: QPushButton, QLayout.

Qt for S60: QMemoryGame Example
This Qt C++ example application demonstrates how to implement the Qt UI on top of an existing Open C++ engine that was initially developed for the Open C++ Memory Game Example published on Forum Nokia. The example has been tested to work on S60 3rd Edition and 5th Edition devices with Qt for S60 4.5.2 Tower release. It supports both keypad and touch UI. Important classes: QGraphicsPixmapItem, QGraphicsScene, QMainWindow.

S60 5th Edition: Solitaire Game Example
This C++ example application demonstrates a fully touch-optimised application using various touch UI features of S60 5th Edition with direct manipulation. Besides tapping the cards, the user can drag and drop them using a finger or the stylus. The application demonstrates handling pointer events of custom made UI controls. Also, tactile feedback using the Touch Feedback API is received. Double buffering is used to draw on the screen to avoid flickering. By default, the cards are implemented as Scalable Vector Graphics (SVG) icons, but the example also provides an option to draw them using methods of the graphics context class CWindowGc. In the updated version, major drawing optimisation has been done. The example application was developed for S60 5th Edition and touch UI. Important classes: CCoeControl, MTouchFeedback, CFbsBitmap, CWindowGc.

SNAP Mobile: Game Development and Publishing Process
This guide is intended for game developers and publishers who want a high-level overview of the SNAP Mobile development process from the point of designing a mobile connected game to ultimately bringing it to the market. This document guides game developers and publishers through that process so they can see what they need to do and also take advantage of all available SNAP Mobile development resources and support along the way.

Open C++: Memory Game Example
This Open C++ example application demonstrates a simple memory game. The game engine part was written in Open C++ and the UI part was written in Symbian C++. The application supports S60 3rd Edition and S60 5th Edition devices. Keypad and touch UI are supported depending on the device. In the updated version, the UIDs of the help files and the package file have been changed for improved compatibility. Important classes: RTimer, CMdaAudioPlayerUtility, CAknQueryDialog, CAknMessageQueryDialog, CAknRadioButtonSettingPage,
CEikTextListBox, CFbsBitmap, CAknIndicatorContainer, MTouchFeedback.

S60 Platform: Sudoku Game Example
This C++ example demonstrates how to implement a simple custom UI game that handles different layouts and multiple screen resolutions, and supports several input
methods (keyboard and touch UI). Classes: CCoeControl, CFont, AknUtils, CFbsBitmap, CFbsBitGc, CFbsBitmapDevice

Flash Lite Sudokumaster Example
This example application demonstrates how to design a simple Flash Lite Sudoku game, add dynamic layout control for multiple screen resolutions, and use several input methods (key, touch, and key & touch). This application was created using the design principles described in the document Flash Lite UI Design Guide for Keypad and Touch Devices available at Forum Nokia.

Sudokumaster - Designing a Flash Lite Game for Keypad and Touch Devices
This document discusses creating a basic Sudoku game to demonstrate the design and implementation of a Flash Lite application with dynamic layout control for multiple screen resolutions and input methods (key, touch, and key & touch). The Sudoku game design use case introduced in the Design and User Experience Library and the Flash Lite Sudokumaster Example are closely related to this document.

Game Design
The Game design section of the Design and User Experience Library discusses usability and user experience issues that are specific to game design. The section describes usability from the game design point of view and contains game experience-related information, tools, and examples to assist game developers in developing usable games. The section gives guidance on how to sell and deliver a positive game experience and also describes how mobile game heuristics can be used for evaluating mobile games.