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sprite_tools_autotile

Two terrain textures (grass over dirt, sand over water) to a full 47-tile autotile set with natural, seamless edges, outer and inner corners, plus ready rules: Tiled wang set, Godot 4 TileSet terrains, Unity Rule Tile (editor script), JSON, and a painted preview map. Price: $0.15 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..

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": "sprite_tools_autotile"
  }
}

Input Schema

NameRequiredDescriptionDefault
rimNocrisp only: a dark 1 px outline on the top terrain's edge.
topNoTop terrain texture (what you paint: grass, sand), base64.
baseNoBase terrain texture (what is underneath: dirt, water), base64 PNG/JPEG/WebP.
edgeNosoft for painted styles, crisp for pixel art.soft
seedNo
topUrlNo
baseUrlNo
tileSizeNo
edgeWidthNoHow deep the transition sits into a tile, as a fraction of the tile.
roughnessNo0 = straight edges, 1 = very irregular.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • changedInput schema / properties / edgeWidth / default
      Previous value: -0.25New value: +0.18
  2. Added

TDQS

A3.7/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the full burden and does add real value: it discloses the $0.15 USDC x402 charge 'charged only on success' and enumerates the produced artifacts (Tiled wang set, Godot 4 terrains, Unity Rule Tile, JSON, preview map). It still omits failure behavior, auth requirements, and whether both texture inputs are mandatory.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The core purpose is front-loaded in one strong sentence, but the long trailing 'Part of Sprite tools' catalog is largely marketing for sibling tools and does not earn its place in this tool's definition. Pricing is buried mid-paragraph.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 10-parameter, no-output-schema, no-annotation tool, the description covers outputs and pricing well but leaves seed, tileSize, roughness, edgeWidth and the URL-vs-base64 input choice unexplained. An agent can call it, but several knobs remain opaque.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 60%, so the schema documents top/base/edge/rim/edgeWidth/roughness while seed, topUrl, baseUrl, tileSize are bare. The description reinforces the top-over-base terrain pairing and 'seamless edges/corners' concept but adds no syntax or format detail beyond the schema for the undocumented parameters.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The first sentence states a concrete verb and resource: converting two terrain textures into a 47-tile autotile set with corners and multiple rule formats. The trailing 'Part of Sprite tools' paragraph names sibling capabilities (remove_bg, video_to_sheet, normal_map, slice, pack, pixelate), letting an agent route away from the wrong sprite tool.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description enumerates sibling tools and their outputs, which implies scope, but never states when to choose autotile over, say, texture_tools_atlas or level_design_place_2d, nor any preconditions (both textures required, size constraints). Usage is inferable rather than prescribed.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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