D Games
2D game development principles. Sprites, tilemaps, physics, camera.
mkdir -p ./skills/d-games && curl -sfL https://raw.githubusercontent.com/mayurrathi/awesome-agent-skills/main/skills/d-games/SKILL.md -o ./skills/d-games/SKILL.md Run in terminal / PowerShell. Requires curl (Unix) or PowerShell 5+ (Windows).
Skill Content
# 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.
🎯 Best For
- Claude users
- Software engineers
- Development teams
- Tech leads
💡 Use Cases
- Code quality improvement
- Best practice enforcement
📖 How to Use This Skill
- 1
Install the Skill
Copy the install command from the Terminal tab and run it. The SKILL.md file downloads to your local skills directory.
- 2
Load into Your AI Assistant
Open Claude and reference the skill. Paste the SKILL.md content or use the system prompt tab.
- 3
Apply D Games to Your Work
Open your project in the AI assistant and ask it to apply the skill. Start with a small module to verify the output quality.
- 4
Review and Refine
Review AI suggestions before committing. Run tests, check for regressions, and iterate on the skill output.
❓ Frequently Asked Questions
Is D Games compatible with Cursor and VS Code?
Yes — this skill works with any AI coding assistant including Cursor, VS Code with Copilot, and JetBrains IDEs.
Do I need specific dependencies for D Games?
Check the install command and Works With section. Most code skills only require the AI assistant and your codebase.
How do I install D Games?
Copy the install command from the Terminal tab and run it. The skill downloads to ./skills/d-games/SKILL.md, ready to use.
Can I customize this skill for my team?
Absolutely. Edit the SKILL.md file to add team-specific instructions, examples, or workflows.
⚠️ Common Mistakes to Avoid
Skipping validation
Always test AI-generated code changes, even for simple refactors.
Missing dependency updates
Check if the skill requires updated dependencies or new packages.