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name
description
risk
source
date_added
2d-games
2D game development principles. Sprites, tilemaps, physics, camera.
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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.