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reilua-enhanced/docs/CUSTOMIZATION.md

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# Customizing Your ReiLua Executable
This guide explains how to customize the ReiLua executable with your own branding.
## Overview
You can customize:
- Executable name
- Window icon
- File properties (company name, version, description, etc.)
- Splash screen text and logos
- Loading screen appearance
## Quick Customization Checklist
- [ ] Change executable name in CMakeLists.txt
- [ ] Replace icon.ico with your game icon
- [ ] Edit resources.rc with your game information
- [ ] Customize splash screens in src/splash.c
- [ ] Replace logo images in logo/ folder
- [ ] Rebuild the project
## 1. Changing the Executable Name
The easiest customization - change "ReiLua.exe" to "YourGame.exe".
### Steps
1. Open `CMakeLists.txt`
2. Find line 6 (near the top):
```cmake
project( ReiLua )
```
3. Change to your game name:
```cmake
project( MyAwesomeGame )
```
4. Rebuild:
```bash
cd build
cmake ..
cmake --build . --config Release
```
Result: Executable is now named `MyAwesomeGame.exe`
## 2. Adding a Custom Icon
Replace the default icon with your game's icon.
### Requirements
- **Format**: .ico file (Windows icon format)
- **Recommended sizes**: 16x16, 32x32, 48x48, 256x256
- **Tools**: Use online converters or tools like IcoFX, GIMP, or Photoshop
### Steps
1. Create or convert your image to .ico format
2. Replace `icon.ico` in the ReiLua root folder with your icon
3. Keep the same filename (`icon.ico`) or update `resources.rc`:
```rc
IDI_ICON1 ICON "your_icon.ico"
```
4. Rebuild the project
**Tip**: Many online tools can convert PNG to ICO:
- https://convertio.co/png-ico/
- https://www.icoconverter.com/
## 3. Customizing Executable Properties
When users right-click your .exe and select "Properties", they see file information. Customize this to show your game details.
### Steps
1. Open `resources.rc`
2. Find the `VERSIONINFO` section
3. Modify these values:
```rc
1 VERSIONINFO
FILEVERSION 1,0,0,0 // Change version numbers
PRODUCTVERSION 1,0,0,0 // Change product version
FILEFLAGSMASK 0x3fL
FILEFLAGS 0x0L
FILEOS VOS_NT_WINDOWS32
FILETYPE VFT_APP
FILESUBTYPE VFT2_UNKNOWN
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Your Studio Name" // Your company/studio
VALUE "FileDescription", "Your Game - An awesome game" // Game description
VALUE "FileVersion", "1.0.0.0" // File version string
VALUE "InternalName", "YourGame" // Internal name
VALUE "LegalCopyright", "Copyright (C) 2025 Your Name" // Copyright notice
VALUE "OriginalFilename", "YourGame.exe" // Original filename
VALUE "ProductName", "Your Game" // Product name
VALUE "ProductVersion", "1.0.0.0" // Product version string
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
```
### Common Values
**FileVersion / ProductVersion Format**: Major, Minor, Patch, Build
- Example: `1,0,0,0` for version 1.0.0.0
- Example: `2,3,1,5` for version 2.3.1.5
**CompanyName Examples**:
- "Your Studio Name"
- "Independent Developer"
- "Your Name Games"
**FileDescription**:
- Short description users see in file properties
- Example: "Space Adventure Game"
- Example: "Puzzle Game with Physics"
**LegalCopyright**:
- Standard format: "Copyright (C) Year Your Name"
- Example: "Copyright (C) 2025 Indie Studios"
4. Rebuild the project
## 4. Customizing Splash Screens
Change the text and logos that appear when your game starts.
### Changing Splash Screen Text
1. Open `src/splash.c`
2. Find the splash drawing function (around line 150)
3. Change this line:
```c
const char* text = "YOUR STUDIO NAME";
```
**Style Tips**:
- Use ALL CAPS for bold impact
- Keep it short (under 30 characters)
- Examples: "INDIE STUDIO GAMES", "MADE BY YOUR NAME", "GAME JAM 2025"
### Changing Splash Screen Logos
1. Create or find your logos:
- **Recommended size**: 256x256 pixels or smaller
- **Format**: PNG with transparency
- **Style**: Simple, recognizable logos work best
2. Replace these files:
```
logo/raylib_logo.png → Your game logo
logo/reilua_logo.png → Your studio logo (or keep ReiLua logo as credit)
```
3. Logo sizing:
- Logos are automatically scaled to max 200px
- They display side-by-side on second splash screen
- Maintain aspect ratio
4. Rebuild the project - logos are automatically embedded
### Changing Splash Screen Timing
1. Open `src/splash.c`
2. Modify these constants at the top:
```c
#define FADE_IN_TIME 0.8f // Seconds to fade in (default: 0.8)
#define DISPLAY_TIME 2.5f // Seconds fully visible (default: 2.5)
#define FADE_OUT_TIME 0.8f // Seconds to fade out (default: 0.8)
```
**Recommendations**:
- Keep fade times between 0.5 - 1.5 seconds
- Display time between 1.5 - 3.5 seconds
- Total splash time ideally under 10 seconds
### Changing Splash Screen Colors
1. Open `src/splash.c`
2. Find color definitions:
```c
// First splash screen background (Raylib red)
Color bgColor = (Color){ 230, 41, 55, 255 }; // Change these RGB values
// Second splash screen background (Black)
Color bg = BLACK; // Change to any color
```
**Color Examples**:
- White: `(Color){ 255, 255, 255, 255 }`
- Blue: `(Color){ 0, 120, 215, 255 }`
- Dark Gray: `(Color){ 32, 32, 32, 255 }`
- Your brand color: `(Color){ R, G, B, 255 }`
## 5. Customizing the Loading Screen
Change the appearance of the asset loading screen.
### Steps
1. Open `src/lua_core.c`
2. Find the `drawLoadingScreen()` function
3. Modify colors and style:
```c
// Background color
Color bgColor = BLACK; // Change background
// Text color
Color textColor = WHITE; // Change text color
// Progress bar fill color
Color fillColor = WHITE; // Change bar fill
// Border color
Color borderColor = WHITE; // Change borders
```
### Customizing Loading Text
```c
// In drawLoadingScreen() function
const char* loadingText = "LOADING"; // Change to "LOADING GAME", etc.
```
### Changing Progress Bar Size
```c
int barWidth = 200; // Default 200px, change as needed
int barHeight = 16; // Default 16px, change as needed
int borderThick = 2; // Border thickness
```
## 6. Complete Rebranding Example
Here's a complete example of rebranding ReiLua as "Space Quest":
### 1. CMakeLists.txt
```cmake
project( SpaceQuest )
```
### 2. resources.rc
```rc
VALUE "CompanyName", "Cosmic Games Studio"
VALUE "FileDescription", "Space Quest - Explore the Galaxy"
VALUE "FileVersion", "1.0.0.0"
VALUE "InternalName", "SpaceQuest"
VALUE "LegalCopyright", "Copyright (C) 2025 Cosmic Games"
VALUE "OriginalFilename", "SpaceQuest.exe"
VALUE "ProductName", "Space Quest"
VALUE "ProductVersion", "1.0.0.0"
```
### 3. icon.ico
Replace with your space-themed icon
### 4. src/splash.c
```c
const char* text = "COSMIC GAMES STUDIO";
```
### 5. logo/ folder
```
logo/raylib_logo.png → Your game logo (space ship, planet, etc.)
logo/reilua_logo.png → Studio logo (keep ReiLua logo for credit)
```
### 6. Build
```bash
cd build
cmake ..
cmake --build . --config Release
```
Result: `SpaceQuest.exe` with all your custom branding!
## 7. Advanced: Removing ReiLua Branding
If you want to completely remove ReiLua references:
### Remove "Made with ReiLua" Logo
1. Open `src/splash.c`
2. Find `drawMadeWithSplash()` function
3. Comment out or modify the function to only show your logo
### Remove Second Splash Screen
1. Open `src/main.c`
2. Find the splash screen loop
3. Modify to only call your custom splash
**Note**: Please keep attribution to Raylib and ReiLua in your game's credits or about screen as a courtesy!
## 8. Build and Test
After making any customizations:
```bash
# Clean build (recommended after customizations)
cd build
rm -rf * # Or: rmdir /s /q * on Windows
cmake ..
cmake --build . --config Release
# Test with console
YourGame.exe --log
# Test production mode
YourGame.exe
```
Verify:
- ✅ Executable has correct name
- ✅ Icon appears in file explorer
- ✅ Right-click → Properties shows correct info
- ✅ Splash screens display correctly
- ✅ Loading screen appears as expected
## Checklist: Release-Ready Customization
Before releasing your game:
- [ ] Executable name matches your game
- [ ] Custom icon is recognizable at small sizes
- [ ] File properties are complete and accurate
- [ ] Splash screens show correct studio name
- [ ] Logos are high quality and appropriate size
- [ ] Loading screen matches your game's aesthetic
- [ ] Copyright and legal information is correct
- [ ] Version numbers are accurate
- [ ] Tested on target platforms
- [ ] Credits mention Raylib and ReiLua
## Tips for Polish
1. **Consistent Branding**: Use the same colors, fonts, and style across splash screens, loading screen, and in-game UI
2. **Icon Quality**: Invest time in a good icon - it's the first thing users see
3. **Version Management**: Update version numbers for each release
4. **Legal Info**: Always include proper copyright and attribution
5. **Test Everything**: Test your branded executable on a clean system
6. **Keep Credits**: Mention Raylib and ReiLua in your game's credits screen
## Troubleshooting
**Icon doesn't change:**
- Ensure .ico file is valid
- Rebuild completely (clean build)
- Clear icon cache (Windows): Delete `IconCache.db`
**Properties don't update:**
- Verify `resources.rc` syntax is correct
- Rebuild completely
- Check that resource compiler ran (check build output)
**Splash screens don't show changes:**
- Rebuild with clean build
- Check `scripts/embed_logo.py` ran successfully
- Verify logo files exist in `logo/` folder
**Executable name unchanged:**
- Check `CMakeLists.txt` project name
- Do a clean rebuild
- Verify cmake configuration step succeeded
## Additional Resources
### Icon Creation Tools
- **IcoFX**: Icon editor (paid)
- **GIMP**: Free, supports ICO export
- **Online**: convertio.co, icoconverter.com
### Image Editing
- **GIMP**: Free, powerful image editor
- **Paint.NET**: Simple, free Windows editor
- **Photoshop**: Industry standard (paid)
### Color Picking
- **ColorPicker**: Use system color picker
- **HTML Color Codes**: htmlcolorcodes.com
- **Adobe Color**: color.adobe.com
---
Now your ReiLua executable is fully branded and ready to represent your game!