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    davila7

    2d-games

    davila7/2d-games
    Design
    19,892
    13 installs

    About

    SKILL.md

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    • Claude Code
      Claude Code
    • Codex
      Codex
    • OpenClaw
      OpenClaw
    • Cursor
      Cursor
    • Amp
      Amp
    • GitHub Copilot
      GitHub Copilot
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      Gemini CLI
    • Kilo Code
      Kilo Code
    • Junie
      Junie
    • Replit
      Replit
    • Windsurf
      Windsurf
    • Cline
      Cline
    • Continue
      Continue
    • OpenCode
      OpenCode
    • OpenHands
      OpenHands
    • Roo Code
      Roo Code
    • Augment
      Augment
    • Goose
      Goose
    • Trae
      Trae
    • Zencoder
      Zencoder
    • Antigravity
      Antigravity
    ├─
    ├─
    └─

    About

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

    SKILL.md

    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.

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    davila7/claude-code-templates
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