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2d-games

2D game development principles. Sprites, atlases, tilemaps, physics, cameras, and genre patterns (platformer, top-down). Use for canvas/Phaser/Kaplay/Pixi 2D games or guest viewports inside hybrid web apps.

Published by sickn33 ↗sickn33/agentic-awesome-skills

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2d-games

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Use 2d-games to design and implement a responsive [platformer] in [web framework], including forgiving jump controls, smooth camera behavior, and atlas-based assets.

Required inputs

  • [platformer]
  • [web framework]

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SKILL.md

name: 2d-gamesdescription: >-  2D game development principles. Sprites, atlases, tilemaps, physics, cameras,  and genre patterns (platformer, top-down). Use for canvas/Phaser/Kaplay/Pixi  2D games or guest viewports inside hybrid web apps.risk: nonesource: communitydate_added: "2026-02-27"

2D Game Development

Principles for 2D game systems. Pair with game-development/web-games / game-development/engine-selection for framework choice.


Shell vs guest (web)

Setup2D systems live…
Full-screen 2D gameEntire app (Phaser/Kaplay/Pixi/Canvas)
Hybrid DOM + challengesOnly inside guest viewports; tear down when done

1. Sprite Systems

ComponentPurpose
AtlasCombine textures, reduce draw calls
AnimationFrame sequences (often 8-24 FPS)
PivotRotation/scale origin
LayeringZ-order control

Animation Principles

  • Squash and stretch for impact
  • Anticipation before action
  • Follow-through after action

2. Tilemap Design

FactorRecommendation
Size16x16, 32x32, 64x64
Auto-tilingUse for terrain
CollisionSimplified shapes
LayerContent
BackgroundNon-interactive scenery
TerrainWalkable ground
PropsInteractive objects
ForegroundParallax overlay

3. 2D Physics

ShapeUse Case
BoxRectangular objects
CircleBalls, rounded
CapsuleCharacters
PolygonComplex shapes
  • Choose a movement/collision model per mechanic; pixel-art rendering can coexist with physics
  • Fixed timestep for consistency
  • Layers for filtering

4. Camera Systems

TypeUse
FollowTrack player
Look-aheadAnticipate movement
Multi-targetTwo-player
Room-basedMetroidvania
StaticBoard games, modal skill-checks

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
  • Decide whether rotation matters

6. Anti-Patterns

❌ Don't✅ Do
Separate texturesUse atlases
Complex collision shapesSimplified collision
Jittery cameraSmooth following
Uncoordinated movement and physicsDefine one authority per body
Orphaned RAF/listeners after a guest closesFull teardown

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

When to Use

Use for canvas/Phaser/Kaplay/Pixi 2D systems, or guest viewports inside hybrid web apps.

Example

User request:

Add coyote time and jump buffering to our platformer while preserving the fixed physics timestep and testing corner collisions.

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.