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2d-games

2d-games

github.com/vudovnDevelopment8.2k55 installsUpdated 8w ago
Repository

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

  1. 01Sprite atlases and animation
  2. 02Tilemap layering
  3. 03Collision shapes and physics setup
  4. 04Camera following and screen shake
  5. 05Platformer and top-down patterns

Use cases

  1. 01Planning character sprite animation
  2. 02Designing walkable terrain and scene layers
  3. 03Choosing collision and physics timestep approaches
  4. 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-games

After installing, type/2d-gamesin Claude Code to confirm it loaded.

Details

From the project README

2D Game Development

Principles for 2D game systems.


1. Sprite Systems

Sprite Organization
ComponentPurpose
AtlasCombine textures, reduce draw calls
AnimationFrame sequences
PivotRotation/scale origin
LayeringZ-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
FactorRecommendation
Size16x16, 32x32, 64x64
Auto-tilingUse for terrain
CollisionSimplified shapes
Layers
LayerContent
BackgroundNon-interactive scenery
TerrainWalkable ground
PropsInteractive objects
ForegroundParallax overlay

3. 2D Physics

Collision Shapes
ShapeUse Case
BoxRectangular objects
CircleBalls, rounded
CapsuleCharacters
PolygonComplex shapes
Physics Considerations
  • Pixel-perfect vs physics-based
  • Fixed timestep for consistency
  • Layers for filtering

4. Camera Systems

Camera Types
TypeUse
FollowTrack player
Look-aheadAnticipate movement
Multi-targetTwo-player
Room-basedMetroidvania
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 texturesUse atlases
Complex collision shapesSimplified collision
Jittery cameraSmooth following
Pixel-perfect on physicsChoose one approach

Remember: 2D is about clarity. Every pixel should communicate.

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