To be honest I also don't know what each part of PXL does since I don't have good enough knowledge on low lever graphical programming. But the purpose of PXL is to allow people who don't have enough low level graphical programming knowledge to start.
Any way if you get stuck on some thing or are unsure about certain thing feel free to ask here and I will try to help the best I can or in case if I won't be able to help I will suggest you to contact PXL author.
That is one way of doing it. Another way would be to use Parallax scrolling which is basically moving of multiple semi-transparent images at different speed which then gives creates the illusion od depth perception.
Unfortunately I lost a link to a great article about Parallax scrolling and google is mostly giving me tutorial on implementing Parallax scrolling into websites (which seems to have become quite a "thing" in web development lately).
By default PXL uses so called Bitmap Fonts Rendering where each character is represented as a small image (tile or a sprite) inside the larger image. So when rendering text it is rendered character by character. Now I don't remember if it is possible to set its size directly or you need to do any resizing by yourself but definitely you don't need to have all possible character sizes stored in Bitmap Font. You would probably want to have a few different sizes stored because scaling any raster image which bitmap font actually is do lead to quality loss (pixilation when enlarged or missing details when shrunk).
I would have to do some testing to see how font rendering is implemented in PXL.
Any way if you need someone to bug-test your game or give you a honest opinion about it including tips on improving it (both design and implementation) I'm always prepared to do so.
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