# Untitled: Ghost Unit

**URL:** <https://forum.makecode.com/t/untitled-ghost-unit/40186>\
**Category:** Arcade\
**Tags:** game\
**Created:** [November 3, 2025, 3:37am UTC](https://forum.makecode.com/t/untitled-ghost-unit/40186 "2025-11-03T03:37:29Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![Luke](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/luke/32/32519_2.png) [@Luke](https://forum.makecode.com/u/Luke)\
**Post date:** [November 5, 2025, 12:01am UTC](https://forum.makecode.com/t/untitled-ghost-unit/40186/7 "2025-11-05T00:01:59Z")

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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

> [@Art in Makecode](https://forum.makecode.com/t/art-in-makecode/32971/2):
>
> 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…

> [@Weekly Art Challenge?](https://forum.makecode.com/t/weekly-art-challenge/20586/417):
>
> 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…

> [@Use of AI on the MakeCode Forum](https://forum.makecode.com/t/use-of-ai-on-the-makecode-forum/36281/40):
>
> 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! 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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