Compiling problem
I get this error when compiling. What is wrong??
LIBCD.lib(wincrt0.obj) : error LNK2001: unresolved external symbol _WinMain@16
Debug/datasort.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe.
you have no winmain function, simple as that.
if you''re using main and not winmain, then you need to create a console app, not a window app.
if you''re using main and not winmain, then you need to create a console app, not a window app.
Radagar, I noticed in your first post that you originally intended to make a humongo RPG. That was actually the first project I ever completed too (actually I just finished yesterday, heh). Obviously I don''t what kind of game you had in mind, but if you want a chance to actually finish something that big here are a couple ideas that I used:
1) Randomize pretty much everything. Build a template of locations, items, and NPC''s and scatter them through your world with one big GenerateWorld type function. You can make a really big world with a couple seconds of load time versus months of writing each description/NPC. Concepts used in roguelikes can be used just as easily for text adventures.
2) Make everything as object oriented as possible. C++ maybe slower than C, but considering you''re just making a text adventure, I''d make use of all C++''s advantages. Just standard stuff, build your classes first, then your functions. The OOP fits like a glove for the above mentioned random stuff.
Making my game still took me many months (I think 9), but I kept changing the way I wanted the final game to work out (linear, non-linear, ascii graphics, text graphics, etc.)
If you''d like to check it out go to www.geocities.com/dyceware
Quite frankly, attempting to make an RPG by yourself straight from code is kind of stupid, but so long as you have fun... if you want any other ideas you can email me (address at the site).
Good luck.
1) Randomize pretty much everything. Build a template of locations, items, and NPC''s and scatter them through your world with one big GenerateWorld type function. You can make a really big world with a couple seconds of load time versus months of writing each description/NPC. Concepts used in roguelikes can be used just as easily for text adventures.
2) Make everything as object oriented as possible. C++ maybe slower than C, but considering you''re just making a text adventure, I''d make use of all C++''s advantages. Just standard stuff, build your classes first, then your functions. The OOP fits like a glove for the above mentioned random stuff.
Making my game still took me many months (I think 9), but I kept changing the way I wanted the final game to work out (linear, non-linear, ascii graphics, text graphics, etc.)
If you''d like to check it out go to www.geocities.com/dyceware
Quite frankly, attempting to make an RPG by yourself straight from code is kind of stupid, but so long as you have fun... if you want any other ideas you can email me (address at the site).
Good luck.
D''ware
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