2d-games
Master the foundational systems that power 2D games. This skill covers sprite organization and animation, tilemap layering strategies, collision shapes and physics approaches, and camera techniques from basic following to advanced multi-target tracking. Explore genre-specific patterns for platformers and top-down games.
2d-games teaches core principles for building 2D games, covering sprites, tilemaps, physics, and camera systems.
AI-generated summary based on this skill's SKILL.md
Decision gist · record as of 2026-07-26
2d-games teaches core principles for building 2D games, covering sprites, tilemaps, physics, and camera systems. Master the foundational systems that power 2D games. This skill covers sprite organization and animation, tilemap layering strategies, collision shapes and physics approaches, and camera techniques from basic following to advanced multi-target tracking. Explore genre-specific patterns for platformers and top-down games.
Use it when
- 2d-games addresses sprite animation through frame rate management, atlas best practices, and pixel art organization.
- 2d-games teaches tilemap design with proper layering strategies and collision handling.
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vudovn/ag-kit/2d-games · repository language: TypeScript
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Frequently asked questions
AI-generated answers based on this skill's SKILL.md and metadata
How to make 2D games with proper sprite and tilemap systems?
2d-games teaches the foundational systems powering 2D games, starting with sprite organization and animation principles. You'll learn how to structure sprites efficiently, handle layering and z-order rendering, and build tilemaps with proper collision handling. The skill covers both core architecture decisions and practical implementation patterns for rendering optimization.
What sprite animation principles does 2d-games cover?
2d-games addresses sprite animation through frame rate management, atlas best practices, and pixel art organization. You'll understand how to structure sprite sheets for efficient rendering, synchronize animation timing with game logic, and optimize memory usage through proper atlasing techniques.
How do I design tilemaps with layering and collision in 2d-games?
2d-games teaches tilemap design with proper layering strategies and collision handling. The skill covers auto-tiling setup, layer system architecture, and how to organize multiple tilemap layers for visual depth and gameplay logic. You'll learn collision shape integration for both tile-based and pixel-perfect approaches.
What camera systems and physics does 2d-games teach?
2d-games covers camera techniques from basic following to advanced multi-target tracking, including screen shake effects. For physics, you'll learn collision detection approaches, collision shape selection, and the trade-offs between physics-based and pixel-perfect systems for different game types.
How do I implement platformer mechanics like coyote time?
2d-games explores genre-specific patterns for platformers, including jump buffering and coyote time mechanics. You'll understand the systems architecture needed for responsive platformer controls, character collision detection, and how these mechanics integrate with your physics and camera systems.
Does 2d-games cover top-down game development patterns?
Yes. 2d-games teaches genre-specific patterns for top-down games alongside platformer mechanics. You'll learn how top-down architecture differs in sprite layering, collision handling, and camera behavior, and how to apply the core 2D systems covered in the skill to this game style.
SKILL.md
Rendered from the published skill. Quoted content, verbatim.
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 |
(truncated - see the full file via the links below)
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