2D Game Development
2D games

2D game development principles. Sprites, tilemaps, physics, camera.
--- name: 2d-games description: 2D game development principles. Sprites, tilemaps, physics, camera. allowed-tools: Read, Write, Edit, Glob, Grep --- # 2D Game Development > Principles for 2D game systems. --- ## 1. Sprite Systems ### Sprite Organization | Component | Purpose | |-----------|---------|
Overview
2D game development principles. Sprites, tilemaps, physics, camera.
Manual install (npx, ZIP)
Claude Code
npx skills add davila7/claude-code-templates --skill 2d-games -g -a claude-codeClaude Code (degit)
npx degit davila7/claude-code-templates/cli-tool/components/skills/creative-design/game-development/2d-games#main ~/.claude/skills/2d-gamesClaude.ai / desktop
Codex, Cursor, other agents
Connects with Agent Alley MCP · agentalley.io/mcp
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SKILL.md
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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.
| 1 | |
| 2 | name 2d-games |
| 3 | description 2D game development principles. Sprites, tilemaps, physics, camera. |
| 4 | allowed-tools Read, Write, Edit, Glob, Grep |
| 5 | |
| 6 | |
| 7 | # 2D Game Development |
| 8 | |
| 9 | > Principles for 2D game systems. |
| 10 | |
| 11 | |
| 12 | |
| 13 | ## 1. Sprite Systems |
| 14 | |
| 15 | ### Sprite Organization |
| 16 | |
| 17 | | Component | Purpose | |
| 18 | |-----------|---------| |
| 19 | | **Atlas** | Combine textures, reduce draw calls | |
| 20 | | **Animation** | Frame sequences | |
| 21 | | **Pivot** | Rotation/scale origin | |
| 22 | | **Layering** | Z-order control | |
| 23 | |
| 24 | ### Animation Principles |
| 25 | |
| 26 | Frame rate: 8-24 FPS typical |
| 27 | Squash and stretch for impact |
| 28 | Anticipation before action |
| 29 | Follow-through after action |
| 30 | |
| 31 | |
| 32 | |
| 33 | ## 2. Tilemap Design |
| 34 | |
| 35 | ### Tile Considerations |
| 36 | |
| 37 | | Factor | Recommendation | |
| 38 | |--------|----------------| |
| 39 | | **Size** | 16x16, 32x32, 64x64 | |
| 40 | | **Auto-tiling** | Use for terrain | |
| 41 | | **Collision** | Simplified shapes | |
| 42 | |
| 43 | ### Layers |
| 44 | |
| 45 | | Layer | Content | |
| 46 | |-------|---------| |
| 47 | | Background | Non-interactive scenery | |
| 48 | | Terrain | Walkable ground | |
| 49 | | Props | Interactive objects | |
| 50 | | Foreground | Parallax overlay | |
| 51 | |
| 52 | |
| 53 | |
| 54 | ## 3. 2D Physics |
| 55 | |
| 56 | ### Collision Shapes |
| 57 | |
| 58 | | Shape | Use Case | |
| 59 | |-------|----------| |
| 60 | | Box | Rectangular objects | |
| 61 | | Circle | Balls, rounded | |
| 62 | | Capsule | Characters | |
| 63 | | Polygon | Complex shapes | |
| 64 | |
| 65 | ### Physics Considerations |
| 66 | |
| 67 | Pixel-perfect vs physics-based |
| 68 | Fixed timestep for consistency |
| 69 | Layers for filtering |
| 70 | |
| 71 | |
| 72 | |
| 73 | ## 4. Camera Systems |
| 74 | |
| 75 | ### Camera Types |
| 76 | |
| 77 | | Type | Use | |
| 78 | |------|-----| |
| 79 | | **Follow** | Track player | |
| 80 | | **Look-ahead** | Anticipate movement | |
| 81 | | **Multi-target** | Two-player | |
| 82 | | **Room-based** | Metroidvania | |
| 83 | |
| 84 | ### Screen Shake |
| 85 | |
| 86 | Short duration (50-200ms) |
| 87 | Diminishing intensity |
| 88 | Use sparingly |
| 89 | |
| 90 | |
| 91 | |
| 92 | ## 5. Genre Patterns |
| 93 | |
| 94 | ### Platformer |
| 95 | |
| 96 | Coyote time (leniency after edge) |
| 97 | Jump buffering |
| 98 | Variable jump height |
| 99 | |
| 100 | ### Top-down |
| 101 | |
| 102 | 8-directional or free movement |
| 103 | Aim-based or auto-aim |
| 104 | Consider rotation or not |
| 105 | |
| 106 | |
| 107 | |
| 108 | ## 6. Anti-Patterns |
| 109 | |
| 110 | | ❌ Don't | ✅ Do | |
| 111 | |----------|-------| |
| 112 | | Separate textures | Use atlases | |
| 113 | | Complex collision shapes | Simplified collision | |
| 114 | | Jittery camera | Smooth following | |
| 115 | | Pixel-perfect on physics | Choose one approach | |
| 116 | |
| 117 | |
| 118 | |
| 119 | > **Remember:** 2D is about clarity. Every pixel should communicate. |
| 120 |
Details
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- MIT
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