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Inform reader that the icon must be a .png and if they don't have one, provides a command to use to convert the MonoGame Icon.bmp provided in the project to a png first to use
1. First, you will need a `.png` file that can be used to create the icon setforthe final `.icns` output. If you already have a `.png` icon for your game, ensure it isin the root of the main project directory and is named `Icon.png`. If you do not have one already prepared, you can use the `Icon.bmp` that was generated in the root of the main project directory when you initially created the project. However, it will need to be converted to a `.png` first. To do this, execute the following command:
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> [!NOTE]
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> These commands create a macOS icon file (*.icns*) with multiple resolutions:
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> - `sips` (Scriptable Image Processing System) resizes the source image to create different icon sizes.
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> - Each size is necessary fordifferent display scenariosin macOS (Dock, Finder, etc.).
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> - The `iconutil`commandthen compiles these images into a single *.icns* file that macOS recognizes as an application icon.
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```sh
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sips -s format png Icon.bmp --out Icon.png
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```
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> [!NOTE]
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>`sips` (Scriptable Image Processing System) is a command line tool in macOS for image manipulation. Here we are using it to convert a `.bmp` to a `.png`. In a moment, we will also use it to resize the `.png` into different icon sizes required for the application bundle.
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2. Next, create a directory that we can output each of the generated `.png` icon files to for the icon set. Execute the following command:
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```sh
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mkdir -p bin/Release/DungeonSlime.iconset
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```
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3. Now we use the `sips`command to generate the icon foreach size required for a mac app bundle. Each size generated is neccessary for different display scenariosin macOS (Dock, Finder, etc.). To do this, execute the following commands:
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