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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
COMFYUI_URLNoThe URL of the ComfyUI server (e.g. http://127.0.0.1:8188)
BLENDER_HOSTNoThe hostname of the Blender MCP socket server (e.g. 127.0.0.1)
BLENDER_PORTNoThe port of the Blender MCP socket server (e.g. 9876)

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
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prompts
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resources
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}

Tools

Functions exposed to the LLM to take actions

NameDescription
gameforge_init_projectB

Initialize or update a deterministic game project in the SQLite Style Vault using studio camera math presets (Ragnarok 2.5D, Tree of Savior Ortho 3D, Diablo 2:1 Dimetric, Tactics 35.264° Iso, HD-2D, Dead Cells 3D-to-2D, or 2D Platformer). Creates standard asset directories and gameforge.project.json.

gameforge_lock_style_bibleB

Lock the visual Style Bible for a project: computes hue-shifted 5-step shadow-to-highlight color ramps, outline thickness, shading model, open-source checkpoint/LoRA names, and safe ControlNet + IP-Adapter + Denoise bounds so AI passes never drift.

gameforge_register_characterB

Register a playable hero, NPC, mob, mount, or boss in the Project Vault. Computes exact foreshortened orthographic pixel height from physical meter scale (height_m * cos(pitch) * PPU), generates a deterministic seed, and locks Paper-Doll bone sockets.

gameforge_compute_paperdoll_zorderB

Solve 2.5D multi-angle modular equipment layering (Ragnarok Online / Diablo Paper-Doll system). Outputs exact per-angle Z-index draw priority for Body, Head, Hair, Top/Mid Headgear, Right Weapon, Left Shield, and Back Wings/Cape across 8 or 16 directions, and writes paperdoll_zmatrix.json.

gameforge_define_combat_framedataC

Define deterministic animation & action-combat frame data (FPS, total frames, startup/active/recovery windows, hitstop freeze-frames in ms, and normalized AABB hitboxes) for crisp platformer or ARPG combat.

gameforge_introspect_comfyuiA

Probe a live ComfyUI /object_info endpoint to auto-detect installed loader architectures (UNETLoader + DualCLIPLoader split FLUX vs merged checkpoints), ControlNet, IP-Adapter/PuLID, and alpha matting nodes (BiRefNet, RMBG, etc.).

gameforge_generate_turnaround_workflowB

Build (and optionally dispatch to ComfyUI) a self-adapting 4-View Orthographic Character Turnaround workflow supporting both split UNETLoader+DualCLIPLoader+FluxGuidance and merged checkpoints + dynamic BiRefNet/RMBG alpha matting.

gameforge_generate_consistent_sprites_workflowC

Build (and optionally execute frame-by-frame or batch on ComfyUI) a self-adapting Sprite Consistency workflow combining Blender's Depth + Lineart orthographic passes + Turnaround IP-Adapter + clamped Denoise + dynamic Alpha Matting (zero VHS node lock-in!).

gameforge_generate_lora_dataset_planC

Generate an open-source FluxGym / Kohya_ss character or world-style Micro-LoRA training configuration (.toml) and auto-captioned dataset manifest.

gameforge_generate_3d_from_sheetC

Generate a self-hosted 100% open-source Image-to-3D pipeline script & job spec (supporting TRELLIS.2 MIT, Hunyuan3D 2.1, and TripoSR MIT low-VRAM fallback) to convert a locked 2D turnaround sheet into a clean manifold .glb mesh.

gameforge_blender_rig_and_socketsB

Generate (and optionally run in Blender 4.x) a complete 19-Bone Game Humanoid Rig + Paper-Doll Socket + Animation Builder (bpy): normalizes metric height, binds all 19 torso/limb bones, retargets external Mixamo/BVH .fbx clips if provided, AND auto-generates 6 procedural biomechanical animation Actions (idle, walk, run, slash_combo_1, cast_spell, death) so static 3D meshes animate immediately!

gameforge_blender_ortho_turntable_bakeB

Generate (and optionally run in Blender 4.x) the 8/16-Direction Orthographic Multi-Pass Baker (bpy): activates the requested Action clip (idle, walk, run, slash_combo_1, cast_spell, death), renders Beauty RGBA, Normalized Depth, Freestyle 1px Lineart, Camera-Space Tangent Normal Map (R=+X, G=+Y, B=+Z), and sockets_per_frame.json.

gameforge_synthesize_procedural_framesB

Instantly synthesize physically shaded 8/16-direction animated 2.5D character PNG frames + true Camera-Space Tangent Normal Maps (R=+X, G=+Y, B=+Z) + modular Paper-Doll Weapon & Cape overlay frames + sockets_per_frame.json in pure Node.js (<250ms, zero GPU/Blender required for instant engine & shader prototyping!).

gameforge_compile_sprite_atlasB

Decode loose PNG frames natively in Node.js (zero external CLI required!), strip semi-transparent AI alpha halos, optionally quantize colors in perceptual CIE Lab* space to the Project Style Bible .gpl palette, auto-align lowest foot pixels to the locked Foot Pivot, and stitch real <char>_<clip>_atlas.png + <char>_<clip>_normal_atlas.png + Paper-Doll overlay atlases + <char>_<clip>_atlas.json!

gameforge_libresprite_cleanup_scriptB

Generate (and optionally run via LibreSprite / Aseprite CLI) a Lua batch script for custom artist touch-ups, .aseprite layer packaging, and .gpl palette loading.

gameforge_generate_tileset_specB

Generate deterministic 2D / 2.5D environment tilesets: computes canonical 47-tile Blob or 16-tile Wang bitmask coordinates, renders a real pixel-exact .png Auto-Tile / 2:1 Isometric Diamond ControlNet guide mask on disk, and writes LDtk JSON + Material Maker PBR recipes.

gameforge_export_godot_packageB

Export a 100% ready-to-play Godot 4.x character package with ZERO empty placeholders: pre-slices every AtlasTexture Rect2(x, y, w, h) across all 8/16 directions & clips inside .tres, wires Diffuse + Tangent Normal Map into CanvasTexture, builds the Y-Sorted .tscn scene with Paper-Doll sockets, and writes the GDScript controller.

gameforge_export_unity_packageC

Export a zero-manual-drag Unity C# package: AssetPostprocessor auto-slices the entire cols x rows sprite grid (SpriteMetaData[] with exact Foot Pivot) + binds URP 2D _NormalMap, while StudioBuilder.cs programmatically generates .anim ObjectReferenceKeyframe[] sprite curves, wires the 8-way BlendTree, and saves a complete .prefab!

gameforge_export_unreal_packageB

Export a complete Unreal Engine 5 Python (unreal) importer & Paper2D/PaperZD builder: imports Albedo + Normal PNG atlases, slices every (row, col) cell into PaperSprite assets with custom foot pivot, assembles directional PaperFlipbook clips, and spawns the locked Orthographic CameraActor.

gameforge_audit_asset_consistencyC

Run the ruthless 10-Point Pixel-Verified Technical Art QA Gate: inspects Vault trigonometry, Style Bible denoise bounds, cos(pitch) scale math, .gpl palette, Paper-Doll Z-matrix, AND binary-decodes the stitched Albedo & Tangent Normal PNG atlases (verifying exact dimensions, zero semi-transparent AI halo pixels, (128,128,255) neutral normals, pre-sliced engine clips, and HTML5 preview).

gameforge_discover_ecosystemA

Live probe of your local & LAN open-source game development ecosystem (BlenderMCP socket, Blender CLI, ComfyUI, TRELLIS/Hunyuan3D/UniRig, Godot 4, LibreSprite/Aseprite, Ollama).

gameforge_query_codexC

Query the embedded GameForge Technical Art & Engine Studio Codex.

gameforge_generate_interactive_previewB

Compile a standalone, zero-dependency HTML5 2.5D Studio Inspector (<char>_preview_studio.html) embedding the stitched Albedo Atlas, Tangent Normal-Map Atlas, Paper-Doll Weapon & Cape Atlases, Socket Coordinates, and Hitboxes—featuring a live 60fps per-pixel mouse-cursor Torchlight Normal Shader, 8/16-dir turntable, Paper-Doll Z-order swaps, and Hitstop tester!

gameforge_build_complete_character_sliceC

One-Command End-to-End Studio Compiler: runs the entire 12-stage GameForge pipeline (Project Lock -> Style Bible + .gpl -> Character Scale -> Paper-Doll Z-Matrix -> Combat Frame-Data -> ComfyUI Self-Adapting Workflows -> 20-Bone Animated Blender Rig + Baker -> Native PNG + Normal Atlas Stitching -> 47-Tile Mask -> Godot 4 + Unity C# + UE5 Pre-Sliced Packages -> Interactive HTML5 Torchlight Studio -> 10-Point Pixel Audit = 100/100)!

Prompts

Interactive templates invoked by user choice

NameDescription
build-25d-hero-pipelineEnd-to-end 100% open-source pipeline to create a consistent 2.5D character (Ragnarok, Tree of Savior, or Diablo style) in one shot via gameforge_build_complete_character_slice or step-by-step across Blender, ComfyUI, Native PNG Stitcher, Godot/Unity/Unreal, and Interactive 2.5D Torchlight Studio.
build-2d-platformer-kitEnd-to-end 2D Platformer / Dead Cells 3D-to-2D normal-lit character + 47-tile Blob auto-tile world setup.

Resources

Contextual data attached and managed by the client

NameDescription
GameForge 7 Studio Camera & Genre PresetsExact trigonometric camera pitch, tile diamond ratios, and recommended open-source models.
Active GameForge Vault ProjectsAll locked game projects stored in SQLite.
2.5D Isometric, Dimetric, Ragnarok & Tree of Savior Camera TrigonometryStudio Codex Chapter — Tags: isometric, dimetric, ragnarok, tree of savior, diablo, orthographic, camera, pitch
Solving AI Sprite Drift: 3D Structural Truth + ComfyUI Style LockStudio Codex Chapter — Tags: consistency, comfyui, flux, controlnet, ip-adapter, birefnet, sprites, turnaround
Dead Cells Technique: 3D-to-2D Low-Res Baking + Dynamic 2D Normal LightingStudio Codex Chapter — Tags: dead cells, normal map, 2d lighting, platformer, metroidvania, blender
2D Platformer & Action Combat Game-Feel Spec (Coyote Time, Buffers & Hitboxes)Studio Codex Chapter — Tags: platformer, coyote time, jump buffer, framedata, hitbox, hurtbox, hitstop
2026 100% Open-Source Game Asset AI Stack ReferenceStudio Codex Chapter — Tags: open source, models, trellis, hunyuan3d, triposr, unirig, flux, birefnet, libresprite, material maker
47-Tile Blob & 16-Tile Wang Auto-Tile Bitmasking + 2:1 Isometric DiamondsStudio Codex Chapter — Tags: tileset, autotile, wang, blob, ldtk, tiled, isometric

TDQS

B3/5.0

Scored across 24 tools

Disambiguation3/5

Most tools have distinct, well-scoped purposes (engine exports, Blender rigging, atlas compilation), but several overlap in the 'produce character frames/normals' space: synthesize_procedural_frames, blender_ortho_turntable_bake, and compile_sprite_atlas all output sprite frames + normal maps from different sources. The mega-tool build_complete_character_slice also overlaps with nearly every other tool, and discover_ecosystem vs introspect_comfyui both probe local tooling, creating real selection ambiguity.

Naming Consistency4/5

All names use a consistent gameforge_ prefix and snake_case, with action-first verbs for the majority (export_*, generate_*, init_*, lock_*, register_*, compute_*, define_*, compile_*, build_*). Minor deviations exist where a tool name is prefixed by the external tool instead of a verb (blender_rig_and_sockets, blender_ortho_turntable_bake, libresprite_cleanup_script), but the overall pattern is predictable.

Tool Count4/5

At 24 tools the surface is on the heavy side, but the server genuinely spans a large end-to-end game art pipeline (discovery, style, rigging, baking, atlases, three engine exporters, audit), so most tools earn their place. It is close to the 25-tool 'heavy' threshold, making it slightly over-scoped but defensible.

Completeness4/5

Coverage is broad and includes create/init, generation workflows, three engine exporters, preview, and QA audit, forming a near-complete asset lifecycle. Gaps remain: there is no tool to list/inspect existing project assets or state beyond query_codex, and no delete/cleanup or update path for already-generated artifacts, which agents may need when iterating.

Maintenance

ActivityMaintained
ResponsivenessNo issues