📦 deps(thirdparty): update snapshots
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{
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"name": "agentic-bundle-indie-game-dev",
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"version": "14.6.0",
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"version": "15.1.0",
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"description": "Editorial \"Indie Game Dev\" bundle for Claude Code from Agentic Awesome Skills.",
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"author": {
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"name": "sickn33 and contributors",
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{
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"name": "aasb-indie-game-dev",
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"version": "14.6.0",
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"version": "15.1.0",
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"description": "Install the \"Indie Game Dev\" editorial skill bundle from Agentic Awesome Skills.",
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"author": {
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"name": "sickn33 and contributors",
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---
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name: 2d-games
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description: "2D game development principles. Sprites, tilemaps, physics, camera."
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description: >-
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2D game development principles. Sprites, atlases, tilemaps, physics, cameras,
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and genre patterns (platformer, top-down). Use for canvas/Phaser/Kaplay/Pixi
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2D games or guest viewports inside hybrid web apps.
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risk: none
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source: community
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date_added: "2026-02-27"
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@@ -8,24 +11,30 @@ date_added: "2026-02-27"
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# 2D Game Development
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> Principles for 2D game systems.
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> Principles for 2D game systems. Pair with `game-development/web-games` / `game-development/engine-selection` for framework choice.
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---
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## Shell vs guest (web)
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| Setup | 2D systems live… |
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|-------|------------------|
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| Full-screen 2D game | Entire app (Phaser/Kaplay/Pixi/Canvas) |
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| Hybrid DOM + challenges | Only inside guest viewports; tear down when done |
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---
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## 1. Sprite Systems
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### Sprite Organization
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| Component | Purpose |
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|-----------|---------|
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| **Atlas** | Combine textures, reduce draw calls |
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| **Animation** | Frame sequences |
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| **Animation** | Frame sequences (often 8-24 FPS) |
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| **Pivot** | Rotation/scale origin |
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| **Layering** | Z-order control |
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### Animation Principles
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- Frame rate: 8-24 FPS typical
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- Squash and stretch for impact
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- Anticipation before action
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- Follow-through after action
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@@ -34,16 +43,12 @@ date_added: "2026-02-27"
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## 2. Tilemap Design
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### Tile Considerations
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| Factor | Recommendation |
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|--------|----------------|
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| **Size** | 16x16, 32x32, 64x64 |
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| **Auto-tiling** | Use for terrain |
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| **Collision** | Simplified shapes |
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### Layers
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| Layer | Content |
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|-------|---------|
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| Background | Non-interactive scenery |
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@@ -55,8 +60,6 @@ date_added: "2026-02-27"
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## 3. 2D Physics
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### Collision Shapes
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| Shape | Use Case |
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|-------|----------|
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| Box | Rectangular objects |
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@@ -64,9 +67,7 @@ date_added: "2026-02-27"
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| Capsule | Characters |
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| Polygon | Complex shapes |
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### Physics Considerations
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- Pixel-perfect vs physics-based
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- Pixel-perfect vs physics-based: pick one approach per game
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- Fixed timestep for consistency
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- Layers for filtering
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@@ -74,14 +75,13 @@ date_added: "2026-02-27"
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## 4. Camera Systems
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### Camera Types
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| Type | Use |
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|------|-----|
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| **Follow** | Track player |
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| **Look-ahead** | Anticipate movement |
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| **Multi-target** | Two-player |
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| **Room-based** | Metroidvania |
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| **Static** | Board games, modal skill-checks |
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### Screen Shake
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- 8-directional or free movement
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- Aim-based or auto-aim
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- Consider rotation or not
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- Decide whether rotation matters
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---
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| Complex collision shapes | Simplified collision |
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| Jittery camera | Smooth following |
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| Pixel-perfect on physics | Choose one approach |
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| Orphaned RAF/listeners after a guest closes | Full teardown |
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---
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> **Remember:** 2D is about clarity. Every pixel should communicate.
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## When to Use
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This skill is applicable to execute the workflow or actions described in the overview.
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Use for canvas/Phaser/Kaplay/Pixi 2D systems, or guest viewports inside hybrid web apps.
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## Limitations
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- Use this skill only when the task clearly matches the scope described above.
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- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
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- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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