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2d-games

2D game development principles.

Skill by reikiplanet

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

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What's inside

Skill name
2d-games
Description
2D game development principles. Sprites, tilemaps, physics, camera.
License
MIT
Allowed tools
Read,, Write,, Edit,, Glob,, Grep
Instructions
118 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# 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.

## When to Use
This skill is applicable to execute the workflow or actions described in the overview.

From reikiplanet/daoskills, MIT.

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Last commit (this folder)
Feb 28, 2026 (8 months ago)

From GitHub (fetched Oct 24, 2026).

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License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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2d-games skill. Agent Mart. https://agentmart.dev/skills/reikiplanet-2d-games (last updated 2026-10-24)