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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!