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Branding Godot
The word "branding" is a corporate word, but here is the idea is not to "steal" Godot. The idea is to apply a new visual identity to Godot, so that users realize that they are using a modified version of it (Gags) , meant for a specific purpose (making old-school point n' click games).
This includes : using a new icon, changing the splash screen, changing the color scheme, etc.
Godot is distributed under the very permissive MIT license. In a nutshell, any use can be made of it as long as the original license and contributors (readme) are included somewhere.
We will not completely hide Godot. We will include the text "powered by Godot" as often as possible.
The icon appears in two places:
- Godot's executable file, which actually runs the console terminal
- The Editor's window itself, which gets opened automatically by the terminal's process.
The icon of the console terminal is replaced easily without recompiling, by using any resource-editing tool, such as "Resource hacker". The only trick is to provide a .ico file that contains all the resolutions at once (256x256, 128x128, 96x96, 48x48, 32x32, 16x16). This is done by creating an image file containing one layer for each resolution, then saving it to a .ico using a tool that supports that feature (**Gimp **does, Photopea doesn't. I don't know about Photoshop)
The icon of the Editor can be replaced by replacing the image file in Godot's sources, then recompiling the project. Godot has a custom way of generating icons : During compilation, it preprocesses the .png file containing the icon, then turns it into a .svg file.
The splash screen is the large image that appears on the screen while the Godot editor is loading. It contains the Godot icon and some additional welcome text, plus some credits text.
Pictograms are vector icons that appear in many places of the editor, e.g. a "folder" image displayed as a node of the file system panel.
Godot has a custom way of generating pictograms: During compilation, it preprocesses the .png file containing the image, then turns it into a .svg file. Therefore, only the .png files need be edited.
Here is a list of files to edit before recompiling:
- godot/icon.png
- godot/logo.png
- godot/main\app_icon.png
- godot/main\splash.png
- godot/main\splash_editor.png
- godot/misc\dist\project_icon.svg or .png
- godot/misc\dist\uwp_template\Assets\SplashScreen.scale-100.png
- godot/misc\dist\uwp_template\Assets\Square150x150Logo.scale-100.png
- godot/misc\dist\uwp_template\Assets\Square310x310Logo.scale-100.png
- godot/misc\dist\uwp_template\Assets\Square44x44Logo.scale-100.png
- godot/misc\dist\uwp_template\Assets\Square71x71Logo.scale-100.png
- godot/misc\dist\uwp_template\Assets\StoreLogo.scale-100.png
- godot/misc\dist\uwp_template\Assets\Wide310x150Logo.scale-100.png
- godot/platform\android\java\res\drawable-nodpi\icon.png
- godot/platform\windows\godot.ico
editor_node.cpp, line 182 :
// String title = appname.empty() ? String(VERSION_FULL_NAME) : String(VERSION_NAME + String(" - ") + appname);
String title = String(String("Adventure Game Studio - Powered by Godot Engine - ") + appname);
project_manager.cpp, line 1908 :
// OS::get_singleton()->set_window_title(VERSION_NAME + String(" - ") + TTR("Project Manager") + " - " + cp + " 2007-2019 Juan Linietsky, Ariel Manzur & Godot Contributors");
OS::get_singleton()->set_window_title("Adventure Game Studio - Powered by Godot Engine");