Hi everybody! I recently made this raycasting game and I would love for people to help me make the tilemap or improve the graphics. Please say how you would contribute if you would like to help me. I’m new to collabs, so if you know how it works, please explain it to me.
Thanks!
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I don’t think it’s really possible to “Improve graphics” But it’s a cool game! I tried making a ray casting game once and failed miserably. So great job!
really cool I’m not good at art or tilemaps but ask Luke he may be able to help you but great game
I’m not very good at making graphics, but I made the title screen in about 2 minutes, and it is basically just me scribbling all over it.
Also, do you mean Luke by @Luke ? If so, good idea, though I’m fairly new to Forum.
Please vote here if you want to help:
Tilemap
Art (Sprites)
Art (Tilemaps)
Sound
(Priority is ordered from top to bottom)
Thank you so much if you would like to help!
- QWERTYUIOP569
don’t ping @ luke is a ping and it notifies the user
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Luke
November 5, 2025, 12:01am
7
i don’t mind pings, just don’t ping me to make the art for you.
i am more than happy to give feedback and teach as shown by my very very very long ramblings
well, pixel art is … art?
anyways, I would think abt pixel art as a kind of spectrum from low res → higher resolutions, where more high res art uses more “normal” methods of drawing, and lower resolutions have more methods distinct to pixel art.
In games, art tends to be around ~16 ish pixels scale, but I have made large scale stuff like Vortex in MKF3, and the character sprites from Card Delver so learning how to make pixel art on both ends of the spectrum is quite useful. Much of the same …
Go to lospec and have a look through the palettes. Notice how so many of the ones that are popular are very small, most palettes are around 16 colours.
Smaller palettes are great, they may be more restricted but this limitation makes it both easier to use and also more cohesive. Always cut redundant colours
My tip is to start small when building palettes. Choose a handful of hues you want in the palette (eg brown, blue, green) and build small ramps of colour for each one from dark to light. Tr…
the main issue with it is the repetitive use of the rock tile - this makes the screen really noisy and also doesn’t draw your eye to elements like the player or gems and such. i reccomend only tiling areas which border the empty space
a great example is with @ADM_F ’s upcoming game Kentonia Isles!
[image]
a great thing to do is to remove orphan pixels and try to cluster them into more purposeful shading to reduce the noisiness of the tileset
orphan pixels are isolated pixels not connected t…
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Thanks @coppercode for your support. I’m currently working on another game, so the project posted at the top is still the latest version so you can freely add more levels.
ok i will then send it to you