Claude Cursor opencode Skill

2d-games

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

LLM Mart · 0 points · 0 views 0 listing impressions 0 install-command copies
Virus-scanned Reviewed automatically before listing.

Full trust report

Download vodailocz-kilo-kit-mcp-skills_games_2d-games-0448e6c.zip · 1 KB
Part of vodailocz/kilo-kit-mcp — 142 skills

Install

skills CLI npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/2d-games
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart
Git git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole vodailocz/kilo-kit-mcp collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

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.

Files (kilo-kit-mcp)
  • SKILL.md 2.1 KB
    ---
    name: 2d-games
    description: 2D game development principles. Sprites, tilemaps, physics, camera.
    allowed-tools: Read, Write, Edit, Glob, Grep
    ---
    
    # 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.
    

Comments (0)

Sign in to join the conversation.

No comments yet.

Reviews (0)

No reviews yet.

Related