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antigravity-skills-reference/skills/game-development/2d-games/SKILL.md
sck_0 aa71e76eb9 chore: release 6.5.0 - Community & Experience
- Add date_added to all 950+ skills for complete tracking
- Update version to 6.5.0 in package.json and README
- Regenerate all indexes and catalog
- Sync all generated files

Features from merged PR #150:
- Stars/Upvotes system for community-driven discovery
- Auto-update mechanism via START_APP.bat
- Interactive Prompt Builder
- Date tracking badges
- Smart auto-categorization

All skills validated and indexed.

Made-with: Cursor
2026-02-27 09:19:41 +01:00

2.3 KiB

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