Install
$ agentstack add skill-matthewbspeicher-remembr-dev-2d-games ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
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.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: matthewbspeicher
- Source: matthewbspeicher/remembr-dev
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.