About 2d-games
A design guide for 2D game development covering sprites, tilemaps, physics, cameras, and common genre patterns. It helps plan game systems and outlines practical tradeoffs in collision and camera design.
Key features
- 01Sprite atlases and animation
- 02Tilemap layering
- 03Collision shapes and physics setup
- 04Camera following and screen shake
- 05Platformer and top-down patterns
Use cases
- 01Planning character sprite animation
- 02Designing walkable terrain and scene layers
- 03Choosing collision and physics timestep approaches
- 04Setting jump and camera behavior for a platformer
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ vudovn/ ag-kit --skill 2d-gamesAfter installing, type/2d-gamesin Claude Code to confirm it loaded.
Details
From the project README2D 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.
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