2d-games

A guide to building two-dimensional games using images for characters and objects, tiled maps for levels, physics for movement and collisions, and cameras for showing the game world.

In plain words
What is it for?
Use it to plan sprite sheets and animations, tilemaps, collision shapes, physics updates, camera movement, and visual layering.
Why use it?
It helps organize the main parts of a 2D game and avoid common problems with animation, map layers, collisions, and camera behavior.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/diillson/chatcli/2d-games
Any agent
npx skills add diillson/chatcli --skill 2d-games
Clone the repo
git clone --depth 1 https://github.com/diillson/chatcli

Made for: Claude Code, Codex.

Per session 20 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 554 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00020 $0.00554
Opus 5 $0.00010 $0.00277
Sonnet 5 $0.00004 $0.00111
Haiku 4.5 $0.00002 $0.00055

Measured 3d ago against content hash f31d95e041d0, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

2d-games scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

100% identical to 2d-games — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agent/skills/game-development/2d-games/SKILL.md · 120 lines

How it starts

The opening of the file, as written. The whole thing — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.

Read the full file on GitHub · 120 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 3d ago First seen · 120 lines · 20 tokens per session scan A f31d95e041d0

Subscribe to this mod's changes

2d-games is a skill published in the GitHub repository diillson/chatcli (89 stars, last pushed 4d ago), licensed Apache-2.0. It adds 20 tokens to every session and 554 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to 2d-games, differing in 0 lines, and is treated as a copy.

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