hello all
I am making a 2d platformer, there is going to be a tutorial stage where it will teach the player how to control the game such as d = right a = left and space = jump I know the
pactace wrote:hello all
I am making a 2d platformer, there is going to be a tutorial stage where it will teach the player how to control the game such as d = right a = left and space = jump I know the
function love.draw()
love.setColor(red,green,blue)
love.graphics.rectangle("fill", cords, size)
love.setColor(red,green,blue)
love.graphics.print("text", cords, size)
but how do I keep it in the corner of the players screen and destroy it after the charecter has clicked on it
Draw the text at 0,0 to put it in the top-left corner (don't have it transform with the camera). Then just check if there is something you want to show and if not then you don't draw it.
By drawing it manually, you can create a lot more stylized bubble. The downside would be if you want to support multiple resolutions. The scaling of images might not look so good, or if you do not scale, it might become too small, if shown on somethong like mobile phone and the resolution is bigger. Yoiu could also design the stuff for large resolutions like 1920x1080, then scale down stuff to fit for you. Usually scaling down looks better in most cases than scaling up, or just completely ignore this all and use unscaled pixel perfect stuff.
Anyway if you want to know more about this stuff I guess there are tons of things in internet about resolution independency and resolution independent strategy on games.