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Debian 9. I get this:

./alias: error while loading shared libraries: libSDL2_image-2.0.so.0: cannot open shared object file: No such file or directory

Although package libsdl2-image-2.0-0 is installed and corresponding file  /usr/lib/x86_64-linux-gnu/libSDL2_image-2.0.so.0 exists
(+1)

Hi! It looks like the dynamic linker is looking for an object in the wrong location. One lesson I’ve learned from this first experimental jam is that I need to link everything either statically or with a local load path right next to the application if I want to ensure that it will be maximally portable when it comes to these oddly different distros. This was only tested on redhat. Try ldd ./alias from the same directory you unpacked in. You will probably see that it’s not scanning the directory where it’s installed and report a breakage. As a quick shim you can use is to run it like this:

$ export LD_LIBRARY_PATH=${LD_LIBRARY_PATH}:/usr/lib/x86_64-linux-gnu/

after which running it from that same terminal with ./alias will work just dandy.

(1 edit)

Alas, but something is wrong again.  

/alias ./alias: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.26' not found (required by ./alias)

Then I performed "strings /usr/lib/x86_64-linux-gnu/libstdc++.so.6 | grep GLIBCXX" it gave me this:

GLIBCXX_3.4
GLIBCXX_3.4.1
GLIBCXX_3.4.2
GLIBCXX_3.4.3
GLIBCXX_3.4.4
GLIBCXX_3.4.5
GLIBCXX_3.4.6
GLIBCXX_3.4.7
GLIBCXX_3.4.8
GLIBCXX_3.4.9
GLIBCXX_3.4.10
GLIBCXX_3.4.11
GLIBCXX_3.4.12
GLIBCXX_3.4.13
GLIBCXX_3.4.14
GLIBCXX_3.4.15
GLIBCXX_3.4.16
GLIBCXX_3.4.17
GLIBCXX_3.4.18
GLIBCXX_3.4.19
GLIBCXX_3.4.20
GLIBCXX_3.4.21
GLIBCXX_3.4.22
GLIBCXX_DEBUG_MESSAGE_LENGTH

It looks like you don’t have a recent enough version of the glib c++ library installed. Debian 9 ships with an older version of GCC and the C/C++ runtime libraries IIRC. You can check to see if a more recent version of the GNU C/C++ libraries are available in your repos (I know on Ubuntu it’s possible to enable more recent versions of GCC and switch to them, thereby installing those libraries as a dependency). I’m finally getting around to the Windows port right now. I’ve had a lot going on personally in the interim that has made it difficult to come back around to the jam. After I do that I can just collect up the SDL and C++ libraries the build depends on and bundle them with the binary and hopefully that will alleviate any of these compatibility issues.

You might try out the Windows upload I just made, it should (I hope) be free of any dependency woes.

(1 edit)

Yes, I'm able to run it now.

P.S. You know, I was thinking, how does this unplayable game conceptually differs from the one that you're planning to release? In both cases the game is unwinnable, although in first case because the player can't win because they can't begin game in the first place. Maybe the difference is that the player here isn't doomed to lose either? You can't lose if you can't play.

(+1)

Yeah, lol, I literally also felt the slightest bit smug that a game you can’t even start kinda plays in to the idea as well. The original concept is something I’ve had in mind for a long time, so there’s this whole narrative involved that I didn’t get to put out during the jam that I just have to finish. The good news is that I have time to do it justice now, though. :) It was originally supposed to be a puzzle platformer wherein you interact with what I was going to distill as just the main puzzle element indirectly, and where the narrative is driven by a kind of alienated contact with the realm in which the puzzle is being solved that prevents you from understanding the consequences of completing the puzzles as you do them until the narratives converge. At that point, you’re faced with what would have been an inevitability regardless of your course of action, but the affect of that is determined by the unique player (which in turn is determined by their material conditions). The goal is to have a narrative that stitches all of this together while grappling with the creation, transformation, and destruction of life against it’s own will, and the illusion of its will that emerges from desiring-production. I’m gonna make a post-mortem for this soon that links to the main project (preserving the humble origins of the project).