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2D game development principles. Sprites, tilemaps, physics, camera.
Passed 20 of 22 test cases with the skill, and 16 of 22 without it.
and 2 more in the full report
4 fixed16 passed either way2 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
We are animating our main character in Aseprite for a 2D game project. Our junior animator claims that 30 to 60 FPS is standard for 2D character animation clips, and wants to skip anticipation frames. Write an animation guidelines document specifying standard 2D animation frame rates and key movement principles.
| Checked | Without skill | With skill |
|---|---|---|
| Specifies a typical 2D animation frame rate range of 8 to 24 FPS. | Missed | Passed |
| Recommends anticipation before action. | Passed | Passed |
| Recommends follow-through after action. | Passed | Passed |
The instructions your model reads when the skill loads.
Principles for 2D game systems.
| Component | Purpose |
|---|---|
| Atlas | Combine textures, reduce draw calls |
| Animation | Frame sequences |
| Pivot | Rotation/scale origin |
| Layering | Z-order control |
| Factor | Recommendation |
|---|---|
| Size | 16x16, 32x32, 64x64 |
| Auto-tiling | Use for terrain |
| Collision | Simplified shapes |
| Layer | Content |
|---|
test cases passed, vs 16 / 22 without
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