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General coding48k · #3068

2d-games

Has your agent apply 2D game development principles. Useful for games on canvas or within web apps, covering elements like sprites and physics.

What it does

This tool helps create 2D games. It explains how to make characters move, use tilemaps, set up cameras, and apply physics, all for games running in a browser or app.

When to use it

  • ✓Creating a platformer game with special jump mechanics.
  • ✓Developing a top-down game with free movement.
  • ✓Adding a small 2D game section within a larger app.

Example of what to ask your AI

“How can I make my 2D game character have a more responsive jump, like they can jump a moment after leaving the platform?”

Want more? Open the sections below.

How to use

The easiest way: copy the message below and paste it into Claude, ChatGPT, Cursor or any AI. It reads the skill and follows the instructions.

Skill link

https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/game-development/2d-games/SKILL.md

Ready-to-paste message

Use this skill to help me: https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/game-development/2d-games/SKILL.md Read the SKILL.md file at that link and follow its instructions for my task.
How it works

It uses 2D game design principles like grouping images (atlases), creating animations, setting up collisions, and controlling the camera. Think of it as a guide for organizing your game's visual and interactive parts.

Installation

Easiest way: copy the skill link and paste it into Claude, ChatGPT or Cursor asking it to follow the instructions.

In the terminal (Claude Code, Codex, Cursor), in your project folder:

npx skills add sickn33/agentic-awesome-skills --skill 2d-games

Or download just the file:

curl -L https://raw.githubusercontent.com/sickn33/agentic-awesome-skills/main/plugins/agentic-awesome-skills-claude/skills/game-development/2d-games/SKILL.md -o SKILL.md
Technical content (original SKILL.md)

Original text by the author, straight from GitHub.

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)

Setup 2D systems live…
Full-screen 2D game Entire app (Phaser/Kaplay/Pixi/Canvas)
Hybrid DOM + challenges Only inside guest viewports; tear down when done

1. Sprite Systems

Component Purpose
Atlas Combine textures, reduce draw calls
Animation Frame sequences (often 8-24 FPS)
Pivot Rotation/scale origin
Layering Z-order control

Animation Principles

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

2. Tilemap Design

Factor Recommendation
Size 16x16, 32x32, 64x64
Auto-tiling Use for terrain
Collision Simplified shapes
Layer Content
Background Non-interactive scenery
Terrain Walkable ground
Props Interactive objects
Foreground Parallax overlay

3. 2D Physics

Shape Use Case
Box Rectangular objects
Circle Balls, rounded
Capsule Characters
Polygon Complex 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

Type Use
Follow Track player
Look-ahead Anticipate movement
Multi-target Two-player
Room-based Metroidvania
Static Board 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 textures Use atlases
Complex collision shapes Simplified collision
Jittery camera Smooth following
Uncoordinated movement and physics Define one authority per body
Orphaned RAF/listeners after a guest closes Full 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.
FAQ

What is an 'atlas'?

It's like combining several small images into one large one so the game loads faster and runs better.

What is a 'tilemap'?

It's a map made of small blocks (tiles), like in old games, used to create scenery efficiently.

What is 'coyote time'?

It's a small 'help' the game gives the player, allowing them to jump even if they are slightly off the platform, making the game more forgiving.

Details

Original description by the author

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.

repo: sickn33/agentic-awesome-skills

Popularity

GitHub stars
48k
Ranking position
#3068
License
MIT
Updated
10/15/2026

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