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Freshly Squeezed Progress Report: Fixing Tests and Designing SDL_mixer Usage

In my last report, I continued migrating my code to SDL3 for a Major Update(tm) for my strategic leaf-raking business simulation game, Toytles: Leaf Raking.

And once again, I continued the work.

Sprint 2025-MJ_5: Preproduction

In progress:

  • Update SDL2 to SDL3

I realized at one point that my unit tests were not running after a build for GBLib, which is my non-game-specific infrastructure code that all of my games make use of. Framework might be too heavy and formal a word to describe it. Anyway, I must have disabled it in the past while attempting to change something unrelated.

I have tests for my game and for GBLib. Normally, after my code builds, the build system will run the tests automatically.

I probably should have thought this migration work was too easy when I noticed that I didn’t have to make changes to my unit tests to keep things passing.

Once I turned the tests back on, I saw a bunch of errors, so I spent time updating my unit tests to more closely match my updated SDL3-based code.

By the end of the week, I was starting to test-drive changes to my audio-related GBLib code. Like the previous week, a good chunk of this effort was spent figuring out what I wanted my code to do to manage audio. Again, SDL_mixer is completely different than it was. It’s not a matter of merely updating some function names or parameters.

I’m disappointed that I ended the week without finishing this migration work yet again, but the main work left in this effort is audio-related, and I did prove that I can now play audio with part of an update to GBLib when I did a one-off test on the main menu in which I played a piece of audio when I clicked on the screen.

Managing tracks isn’t something I had to worry about before, and I’m making sure my games have the tools available to manage them in a way that is flexible and easy.

Thanks for reading, and stay curious!

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