2d-games

Principles for 2D game systems.

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Install skill "2d-games" with this command: npx skills add majiayu000/claude-skill-registry/majiayu000-claude-skill-registry-2d-games

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

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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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