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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
SCRATCH_MCP_OUT_DIRNoSets where save_project writes when no path is given; it defaults to ./scratch-projects under the working directory../scratch-projects

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
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
create_projectA

Starts a fresh project in memory and sets its backdrop. Replaces any project currently open. Built-in backdrops: blank, solid, sky, hills, night, space, grid, room, underwater (use "solid:#223344" for a flat colour).

project_infoA

Lists sprites, costumes, sounds, scripts, variables and broadcasts in the open project.

save_projectA

Writes the project to a .sb3 file that opens in Scratch 3 (File > Load from your computer) or TurboWarp.

preview_projectA

Serves the project from localhost and returns a TurboWarp link that runs it immediately, without saving a file first.

add_backdropA

Adds a stage backdrop, either a built-in (blank, solid, sky, hills, night, space, grid, room, underwater) or an image file from disk. The newly added backdrop becomes the one shown.

add_spriteA

Adds a sprite using a built-in costume (ball, square, triangle, star, heart, arrow, dot, line, buddy), optionally tinted like "ball:red". To use character art from a file, use import_character instead.

import_characterA

Turns a jpg/png character picture into a sprite: cuts away the flat background so it sits properly on the backdrop, trims empty margins, scales it to fit the stage, and optionally builds talk frames — extra costumes that, alternated in a loop, make a still character look like it is talking.

add_costumeA

Adds another costume to an existing sprite, from a built-in shape or an image file.

add_soundB

Adds a sound to a sprite or the stage. Built-in sounds: pop, beep, boing, zap, click, chime, whoosh. Files must be .wav.

list_voicesA

Shows every offline text-to-speech voice available here, with its gender, locale and engine. Voice availability differs per machine, so check this before asking add_speech for a particular voice.

add_speechA

Synthesizes speech with the machine's offline text-to-speech engine and attaches it to a sprite as a Scratch sound — no network, no file needed. Returns the sound's duration and a ready-made mouth-loop repeat count, so the talking animation can be timed to the audio. Use {"play_sound": name} (not play_sound_until_done) before the mouth loop so the animation runs while the audio plays.

remove_spriteA

Deletes a sprite and everything on it.

add_scriptA

Compiles a JSON action list into real Scratch blocks and attaches it under a hat block. Example: {"target":"Cat","when":"flag","do":[{"say":["Hi!",2]},{"forever":[{"move":4},"bounce_on_edge"]}]}. Call dsl_reference for every available action, expression and hat.

clear_scriptsA

Deletes all blocks on a sprite or the stage, leaving costumes and sounds alone.

set_variableB

Declares a project-wide variable with a starting value. Variables are also created automatically the first time a script mentions them.

dsl_referenceA

Returns the full list of hat blocks, actions, expressions and built-in assets understood by add_script. Read this before writing scripts.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A3.9/5.0

Scored across 16 tools

Disambiguation5/5

Each tool targets a distinct resource and action: sprites (add/import/remove), costumes, sounds, speech, backdrops, scripts, variables, and project-level operations. The only potential overlap (add_sprite vs import_character) is explicitly disambiguated in the descriptions, as is add_sound vs add_speech. No tool appears to duplicate another.

Naming Consistency4/5

The majority of tools follow a consistent verb_noun pattern (add_*, list_*, create_*, save_*, preview_*, remove_*, clear_*, set_*, import_*). However, two tools (project_info, dsl_reference) use a noun-first naming convention, breaking the pattern slightly. This deviation is minor but noticeable.

Tool Count5/5

With 16 tools, the server covers a broad but focused scope: project creation, sprite management, costumes, sounds, speech, backdrops, scripts, variables, and output (save/preview). Each tool serves a distinct purpose in the workflow, and the count is appropriate for the feature set offered.

Completeness4/5

The tool surface covers the full lifecycle of creating a Scratch project: create, populate (sprites, costumes, sounds, backdrops, scripts, variables), inspect, and export. Missing operations like editing individual costumes/sounds or renaming sprites are minor gaps that can be worked around (e.g., by removing and re-adding), and the included features are sufficient for most project-building tasks.