# 2d Games

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

- Skill: `diegosouzapw/2d-games` (Agent Skill, multi-file: 3 files)
- Install (CLI): `npx skillmds@latest add diegosouzapw/2d-games`
- Raw SKILL.md: https://api.skillmd.com/api/skills/diegosouzapw/2d-games/raw
- Safety review: PASS (external: skill-scanner PASS, skillspector PASS)
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools, Productivity
- Author: diegosouzapw (https://skillmd.com/u/diegosouzapw)
- Updated: 2026-09-08
- Page: https://skillmd.com/skills/diegosouzapw/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

---

## 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.

