2d-games

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

$ インストール

git clone https://github.com/xenitV1/claude-code-maestro /tmp/claude-code-maestro && cp -r /tmp/claude-code-maestro/skills/game-development/2d-games ~/.claude/skills/claude-code-maestro

// tip: Run this command in your terminal to install the skill


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

2D Game Development

Principles for 2D game systems.


1. Sprite Systems

Sprite Organization

ComponentPurpose
AtlasCombine textures, reduce draw calls
AnimationFrame sequences
PivotRotation/scale origin
LayeringZ-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

FactorRecommendation
Size16x16, 32x32, 64x64
Auto-tilingUse for terrain
CollisionSimplified shapes

Layers

LayerContent
BackgroundNon-interactive scenery
TerrainWalkable ground
PropsInteractive objects
ForegroundParallax overlay

3. 2D Physics

Collision Shapes

ShapeUse Case
BoxRectangular objects
CircleBalls, rounded
CapsuleCharacters
PolygonComplex shapes

Physics Considerations

  • Pixel-perfect vs physics-based
  • Fixed timestep for consistency
  • Layers for filtering

4. Camera Systems

Camera Types

TypeUse
FollowTrack player
Look-aheadAnticipate movement
Multi-targetTwo-player
Room-basedMetroidvania

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 texturesUse atlases
Complex collision shapesSimplified collision
Jittery cameraSmooth following
Pixel-perfect on physicsChoose one approach

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