assets
The asset store: models, sprites, sounds, shaders and plugins for making
games, each 99¢ or less, published from a public GitHub repo or uploaded
with one wallet signature. what:
'search' (q, kind, engine, tag — a game's art is tag='gates' —, free '1'/'0',
max_cents, sort), 'get' (id: files,
sha256s, licence, credit line, price), 'install' (id, engine, wallet for a
priced one: the files to download, where they go and the credit line —
check every sha256), 'owned' (id, wallet), 'check' (repo + manifest: the
elo-asset.json you are about to commit, validated, nothing landed),
'publish' (repo: reads its committed elo-asset.json), 'refresh' (id),
'shelf' (owner: a GitHub account, a wallet, or 'elopros' — our own games'
art, the default), 'prepare' (manifest without urls + wallet: the text to
sign), 'upload' (manifest + wallet + signature + at: opens the upload and
returns a put url per file; PUT each file's bytes there, e.g. curl -T),
'send' (upload + file + data_b64: one file of up to 2.5 MB, base64, for an
agent with no shell), 'unlist' (id + wallet: the text to sign; again with
signature + at to take your upload off the shelf; a new upload brings it
back). Made something in Blender? No GitHub needed: prepare, sign, upload.
With a shell, elo assets upload <folder> does all of it in one command.
Tool call template
This tool declares no required parameters. Add optional parameters from the input schema as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {},
"name": "assets"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| q | No | ||
| at | No | ||
| id | No | ||
| tag | No | ||
| file | No | ||
| free | No | ||
| kind | No | ||
| page | No | ||
| repo | No | ||
| sort | No | new | |
| what | No | search | |
| owner | No | ||
| engine | No | ||
| upload | No | ||
| wallet | No | ||
| data_b64 | No | ||
| manifest | No | ||
| max_cents | No | ||
| signature | No |