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2d-games

bcastelino/agent-skills-kit/skills/game-development/2d-games/SKILL.md

2D game development principles. Sprites, tilemaps, physics, camera.

Skill2 starsChanged 7 months ago

What's in it

  1. 2D Game Development
  2. 1. Sprite Systems
  3. Sprite Organization
  4. Animation Principles
  5. 2. Tilemap Design
  6. Tile Considerations
  7. Layers
  8. 3. 2D Physics
  9. Collision Shapes
  10. Physics Considerations
  11. 4. Camera Systems
  12. Camera Types
  13. Screen Shake
  14. 5. Genre Patterns
  15. Platformer
  16. Top-down
  17. 6. Anti-Patterns
---
name: 2d-games
description: "2D game development principles. Sprites, tilemaps, physics, camera."
---

# 2D Game Development

> Principles for 2D game systems.

---

## 1. Sprite Systems

### Sprite Organization

| Component | Purpose |
|-----------|---------|
| **Atlas** | Combine textures, reduce draw calls |
| **Animation** | Frame sequences |
| **Pivot** | Rotation/scale origin |
| **Layering** | Z-order control |

### Animation Principles

- Frame rate: 8-24 FPS typical
- Squash and stretch for impact
- Anticipation before action
- Follow-through after action

---

## 2. Tilemap Design

### Tile Considerations

| Factor | Recommendation |
|--------|----------------|
| **Size** | 16x16, 32x32, 64x64 |
| **Auto-tiling** | Use for terrain |
| **Collision** | Simplified shapes |

### Layers

| Layer | Content |
|-------|---------|
| Background | Non-interactive scenery |
| Terrain | Walkable ground |
| Props | Interactive objects |
| Foreground | Parallax overlay |

---

## 3. 2D Physics

### Collision Shapes

| Shape | Use Case |
|-------|----------|
| Box | Rectangular objects |
| Circle | Balls, rounded |
| Capsule | Characters |
| Polygon | Complex shapes |

### Physics Considerations

- Pixel-perfect vs physics-based
- Fixed timestep for consistency
- Layers for filtering

---

## 4. Camera Systems

### Camera Types

| Type | Use |
|------|-----|
| **Follow** | Track player |
| **Look-ahead** | Anticipate movement |
| **Multi-target** | Two-player |
| **Room-based** | Metroidvania |

### Screen Shake

- Short duration (50-200ms)
- Diminishing intensity
- Use sparingly

---

## 5. Genre Patterns

### Platformer

- Coyote time (leniency after edge)
- Jump buffering
- Variable jump height

### Top-down

- 8-directional or free movement
- Aim-based or auto-aim
- Consider rotation or not

---

## 6. Anti-Patterns

| ❌ Don't | ✅ Do |
|----------|-------|
| Separate textures | Use atlases |
| Complex collision shapes | Simplified collision |
| Jittery camera | Smooth following |
| Pixel-perfect on physics | Choose one approach |

---

> **Remember:** 2D is about clarity. Every pixel should communicate.

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