Bald mascot and one-word MatGames title on the loading screen

This commit is contained in:
enne2
2026-10-11 01:59:38 +02:00
parent 4a04635f41
commit db2b57775c
7 changed files with 102 additions and 23 deletions
+16 -11
View File
@@ -9,17 +9,21 @@ The stock Godot boot splash (logo plus "GODOT Game engine") is replaced by the
## Asset
`assets/branding/boot_splash.png`, 1024x1218, palette PNG with alpha
(256 colors, 95 alpha levels), about 150 KB. Subject: cartoon zombie head and bust,
unsettling grin, thumbs up, with "Mat Games" below in a phosphor-terminal typeface.
`assets/branding/boot_splash.png`, 1024x1185, palette PNG with alpha
(256 colors, 95 alpha levels), about 159 KB. Subject: cartoon zombie head and bust,
bald scalp with a sparse hair fringe on the sides, unsettling grin, thumbs up, with
"MatGames" below (one word, no space) in a phosphor-terminal typeface.
Provenance is recorded in `tools/branding/manifest.json`:
- mascot: generated with `agy_generate` (Antigravity direct API, model
`gemini-3.1-flash-image`) on 2026-10-11 from no third-party source material; the
provider terms do not claim ownership of the output. Raw source kept at
`tools/branding/raw/` with its SHA256. Note that an image generator does not emit
real alpha, so the flat magenta background is keyed out locally;
provider terms do not claim ownership of the output. A second AI pass (`agy_edit`)
kept the face, grin, thumbs-up hand, shirt, pose and flat background and changed
only the hair to a bald scalp with a side fringe; both files and their SHA256 are
kept in `tools/branding/raw/` and the edit is recorded under `mascot_derived_from`.
Note that an image generator does not emit real alpha, so the flat magenta
background is keyed out locally;
- lettering: drawn by script, not by the generator, because generated text is
unreliable. Font `tools/branding/fonts/VT323-Regular.ttf`, glyphs of the DEC VT320
terminal, licensed **SIL Open Font License 1.1** (license text kept next to it in
@@ -41,7 +45,8 @@ packed into the export (`tools/*` is already excluded by the export preset).
pink tongue or the blue shirt because their red and blue are not both above green;
4. crops to the subject, applies a 50 px fade at the bottom to soften the frame cut
of the generated bust, and scales to 1024 px wide with 40 px side padding;
5. draws the title with VT323 in amber over a blurred glow layer;
5. draws the title with VT323 in amber over a blurred glow layer. The title defaults
to the one-word form `MatGames`; pass `--title` to change it;
6. quantizes to 256 colors (no dither) and writes the PNG plus the manifest.
```sh
@@ -66,11 +71,11 @@ ratio; the exported shell confirms the result with the classes
## Verification
- Exported `index.png` has the same 1024x1218 dimensions as the master. It is
re-encoded by the exporter to 32-bit RGBA (about 475 KB), so the bytes are not
- Exported `index.png` has the same 1024x1185 dimensions as the master. It is
re-encoded by the exporter to 32-bit RGBA (about 496 KB), so the bytes are not
identical; composited on black the two images differ by at most 6.4/255 on
0.14% of pixels, all with alpha below 20, i.e. invisible. The release keeps the
150 KB master in the repository and ships a gzip sidecar.
0.13% of pixels, all with alpha below 20, i.e. invisible. The release keeps the
159 KB master in the repository and ships a gzip sidecar.
- The exported shell contains no "Game engine" text and the splash image has an
empty `alt`.
- `html/export_icon=false`, so no favicon is exported: the browser tab still shows