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2d-games

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

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muhammedadnank/Antigravity-Skills
Dernière activité de la source
6 juin 2026 à 18:30
Langue détectée de SKILL.md
anglais
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13
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SKILL.md
Instructions source · Aperçu en lecture seule
name
2d-games
description
2D game development principles. Sprites, tilemaps, physics, camera.
risk
none
source
community
date_added
2026-02-27
# 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. ## Limitations - Use this skill only when the task clearly matches the scope described above. - Do not treat the output as a substitute for environment-specific validation, testing, or expert review. - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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