Problem solved, I got it to work without linker errors but then when I try to run the .exe of my game it says something about entry point not found in libstdc++-6, so I copied the libstdc++-6 in the mingw bin folder to my System32 then it works :D
Problem when compiling SFML game with Code::Blocks
Problem solved, I got it to work without linker errors but then when I try to run the .exe of my game it says something about entry point not found in libstdc++-6, so I copied the libstdc++-6 in the mingw bin folder to my System32 then it works
Copy it to your program's directory, not to your System32 directory.
You shouldn't ever copy anything to your System32 directory.
Alternatively, you could add your mingw bin folder to your system %PATH%.
Huh, but I downloaded the GCC 4.9.2 MinGW(DW2) - 32-bit in the SFML download page.Maybe I can try to build/compile the library...
[MinGW] [4.9.2] [DW2/SJLJ] [32bit/64bit] [static/dynamic] [single-threaded/multi-threaded] [debug/release]
Each of those matter. If even one is different between your executable and the library you are trying to use, it might fail to work work.
Mixing debug/release usually works but sometimes doesn't, and many versions of MinGW are compatible with each other until they change stuff too much internally, but you need to know that it might fail.
DW2 and SJLJ are incompatible compile settings, 32bit vs 64 bit are, and static and dynamic usually are. These ones are often caught when trying to compile.
That's why it's usually easier to compile the libraries yourself. Depending on the library, this can be a pain, though!
When I update or change my compiler settings, if my project is no longer compatible, I pretty much have to spend the whole day recompiling a bunch of different libraries (two of them take multiple hours to compile each). But that only happens once or twice a year.