2d-games
2D game development principles. Sprites, tilemaps, physics, camera.
Packaged view
This page reorganizes the original catalog entry around fit, installability, and workflow context first. The original raw source lives below.
Install command
npx @skill-hub/cli install vudovn-antigravity-kit-2d-games
Repository
Skill path: .agent/skills/game-development/2d-games
2D game development principles. Sprites, tilemaps, physics, camera.
Open repositoryBest for
Primary workflow: Ship Full Stack.
Technical facets: Full Stack.
Target audience: everyone.
License: Unknown.
Original source
Catalog source: SkillHub Club.
Repository owner: vudovn.
This is still a mirrored public skill entry. Review the repository before installing into production workflows.
What it helps with
- Install 2d-games into Claude Code, Codex CLI, Gemini CLI, or OpenCode workflows
- Review https://github.com/vudovn/antigravity-kit before adding 2d-games to shared team environments
- Use 2d-games for development workflows
Works across
Favorites: 0.
Sub-skills: 0.
Aggregator: No.
Original source / Raw SKILL.md
--- 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 | |-----------|---------| | **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.