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2d-games
2D game development principles. Sprites, tilemaps, physics, camera.
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2D game development principles. Sprites, tilemaps, physics, camera.
Use when CrossFrame Suite routes explicit Chinese casebook work: turning materials into reusable cases, anonymized entries, mechanisms, and retrieval indexes.
Use only when the user explicitly names crossframe-critical for a Chinese structural critique dossier, article plan, or long-form critical essay.
Use when CrossFrame Suite routes explicit Chinese proposition testing, debate analysis, hidden-premise review, rebuttal design, or withdrawal condition checks.
Use when CrossFrame Suite routes explicit Chinese reader replies, editor responses, consultation-style short answers, or boundary-aware structural advice.
Use when explicit CrossFrame work needs a Chinese critical insight essay, commentary, concept essay, public piece, or structure-to-article draft after diagnosis.
Use when CrossFrame Suite routes explicit Chinese notes for books, theories, articles, excerpts, bidirectional reading, absorption, or conflict mapping.
| name | 2d-games |
| description | 2D game development principles. Sprites, tilemaps, physics, camera. |
| risk | none |
| source | community |
| date_added | 2026-02-27 |
Principles for 2D game systems.
| Component | Purpose |
|---|---|
| Atlas | Combine textures, reduce draw calls |
| Animation | Frame sequences |
| Pivot | Rotation/scale origin |
| Layering | Z-order control |
| Factor | Recommendation |
|---|---|
| Size | 16x16, 32x32, 64x64 |
| Auto-tiling | Use for terrain |
| Collision | Simplified shapes |
| Layer | Content |
|---|---|
| Background | Non-interactive scenery |
| Terrain | Walkable ground |
| Props | Interactive objects |
| Foreground | Parallax overlay |
| Shape | Use Case |
|---|---|
| Box | Rectangular objects |
| Circle | Balls, rounded |
| Capsule | Characters |
| Polygon | Complex shapes |
| Type | Use |
|---|---|
| Follow | Track player |
| Look-ahead | Anticipate movement |
| Multi-target | Two-player |
| Room-based | Metroidvania |
| ❌ 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.
This skill is applicable to execute the workflow or actions described in the overview.