Undefined reference to SDL_main
And that single error message, dear readers, is the only thing between you and roach killing nirvana. This is driving me crazy, I’ve got the engine done just in time and I can’t compile it for Windows because of a linker hiccup. Wonderful. It’s way too late for me to continue beating my head against it, though, so I’ll get it compiled up as soon as I have the time and can figure out why ming is choking.
All told, though, I don’t know that it’s that big of a loss if it’s a day late. There still aren’t any sound effects, or music, and I really doubt there will be. The month is up, and for as much as I think it would be cool to extend this project as I talked about doing a few posts ago, it’s tempered by even parts of wanting to get back to work on Muse. I’ve learned a lot while working on this project. Here are just a few of the highlights:
- Don’t attempt to design your game by typing coordinates into the source. You should use some sort of visual editing tool, preferably one that lets you edit scripts right into it. The less you have to touch the engine source, the better.
- Use those scripts. C++ is not a good choice for the game logic most of the time, keep it to engine logic.
- Create either your assets first, and then your code, or create your engine first, and then fill it with assets. Doing both at the same time is tricky.
- Don’t put off verifying that compiling to windows works until the night of your deadline!
- Don’t get stressed out about going halfways on some items of a one-month prototype.
So, yeah. In some ways, this whole experiment went better than I expected, and in some ways, it went worse. I would have liked to have gotten some more polish into the game, and some sound, but considering how badly I allowed it to billow into having menus and an intro story and everything, I’m not sure I would have had time to do both anyway.
So that’s that. I’ll post builds for Linux and Windows in a few days when I have the chance to get ming working on windows, and then it’s full speed ahead on getting enough of Muse done to put out a demo of that. Hopefully a few months at most.
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