Quote: "A nice no fuss way would be to add a .ico or .icon file to your media folder and when you compile you get a custom player.exe that uses that icon."
I agree, and I think that would be the best way to do it to make it easy for users.
Just use a "logo.ico" to replace the default, so if it finds your "logo.ico" in the media folder then it would replace the default icon, and if it didn't find one then it would use the default.
Then all users would need to do is drop a valid icon file in there.
The only problem I could see is if the icon file is not valid or missing some of the necessary sizes of images.
So, a quick internal test would need to be performed, and any missing sizes replaced with the defaults, or just use the default if the user's "logo.ico" fails the test giving an error message to inform.
Should be doable, but a bit of work for Paul in order to 'unadvertise' the product, so not really a motivator for him.
Maybe a trade off could be done, so that if the user icon is used, then an AppGameKit splash screen would be required.
That way AppGameKit still gets advertised and the user still gets a professional looking product with their custom icon.
In my opinion, a 2 second splash screen at the beginning of the program would be better advertising for AppGameKit than a tiny icon anyway.
Right now, the splash is optional but the icon is not, and a trade off would give the user the option of which way they would like to help promote AGK.
Surely we do want to help TGC and Paul promote AppGameKit, even though it causes us competition.
Lets face it, this is a very competitive market anyway, and converting our competition from other game development tools to AppGameKit is not really adding to the competition as much as it is bringing them over to our community for additional support and friendship.
Its all good, except for those 3rd party icon programs flagging as viruses, and being the only option right now to thoroughly change the icon.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1