2d-games

Pass

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

@sickn33
MIT2/21/2026
41out of 100
(0)
13.4k
2
10

Install Skill

Skills are third-party code from public GitHub repositories. SkillHub scans for known malicious patterns but cannot guarantee safety. Review the source code before installing.

Install globally (user-level):

npx skillhub install sickn33/antigravity-awesome-skills/2d-games

Install in current project:

npx skillhub install sickn33/antigravity-awesome-skills/2d-games --project

Suggested path: ~/.claude/skills/2d-games/

AI Review

Instruction Quality40
Description Precision20
Usefulness51
Technical Soundness55

Scored 41 for a clear but purely informational reference guide documenting standard 2D game development conventions. Low score because it automates nothing, description is too brief to trigger, and Claude likely already knows these principles. Could be improved with framework-specific patterns or actual implementation examples.

SKILL.md Content

---
name: 2d-games
description: "2D game development principles. Sprites, tilemaps, physics, camera."
allowed-tools: Read, Write, Edit, Glob, Grep
risk: unknown
source: community
---

# 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.