2d-games

Guides 2D game development covering sprites, tilemaps, physics, and camera systems.

1|Updated Mar 2, 2026
One-click install
npx skills add https://github.com/mst-software-vn/mst-checkscam --skill 2d-games-mst-software-vn
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: 2d-games
Source: https://github.com/mst-software-vn/mst-checkscam/tree/main/.agent/skills/game-development/2d-games
Command: npx skills add https://github.com/mst-software-vn/mst-checkscam --skill 2d-games-mst-software-vn

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building a 2D game involves many interconnected design decisions—sprite organization, tilemap structure, collision handling, and camera behavior—and getting any of them wrong leads to jittery movement, poor performance, or unclear visuals. This Skill provides structured principles for each of these systems. ## Core Features & Use Cases - Sprite & Animation Guidance: Covers texture atlases, frame rates, pivots, layering, and classic animation principles like squash and stretch. - Tilemap & Physics Design: Recommends tile sizes, layer organization, collision shapes, and fixed-timestep physics approaches. - Camera & Genre Patterns: Details follow, look-ahead, and room-based cameras plus platformer techniques like coyote time and jump buffering. - Use Case: When building a 2D platformer, use this Skill to decide on collision shapes, implement coyote time and jump buffering, and configure a smooth follow camera with subtle screen shake. ## Quick Start Use the 2d-games skill to review my platformer character controller and suggest improvements for jump feel and camera behavior.

Frequently Asked Questions about 2d-games

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I make a 2D platformer jump feel good?▼

Implement coyote time to allow jumping shortly after leaving a ledge, add jump buffering to register inputs pressed just before landing, and support variable jump height based on how long the button is held.

What collision shape should I use for 2D game characters?▼

Capsule shapes work best for characters because they slide smoothly over edges and corners. Use boxes for rectangular objects, circles for balls, and polygons only for complex shapes that need precision.

What tile size should I use for a 2D tilemap?▼

Common tile sizes are 16x16, 32x32, or 64x64 pixels depending on your art style and target resolution. Use auto-tiling for terrain and organize content into background, terrain, props, and foreground layers.

Should I use pixel-perfect or physics-based collision in 2D games?▼

Choose one approach and stay consistent. Physics-based collision with simplified shapes and a fixed timestep is more predictable for most games, while pixel-perfect suits precision platformers but adds complexity.

How do I implement screen shake in a 2D game?▼

Keep screen shake short, between 50 and 200 milliseconds, with diminishing intensity over time. Use it sparingly for impactful moments like explosions or heavy landings so it does not become distracting.