pixel-sprite
Downloads pinned model files (FLUX.2, LoRA, text encoder) from Hugging Face repositories for sprite generation, supporting HF_HOME, HF_ENDPOINT, HF_TOKEN, and HF_HUB_OFFLINE for caching and authentication.
Generates pixel-art sprite sheets and includes a Unity 6 importer and export package to integrate the generated characters into Unity projects.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@pixel-spritegenerate a pixel-art wizard sprite sheet with a walk cycle"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
mcpbytes-pixel-sprite
Generate pixel-art character sprite sheets on your own NVIDIA GPU, from the command line or from any MCP
client (Claude, Cursor, VS Code, …). It is the open-source engine behind MCPBytes' hosted
create_pixel_sprite tool, and can also send jobs to the hosted tool when you have no GPU.
Each candidate is a 128×128 PNG of sixteen 32×32 cells. Rows face down, left, right and up; columns 0–2 are walk poses and column 3 holds four still poses (arms raised, jump left, jump right, lying). Every candidate also comes with frame PNGs, looping walk GIFs, QA metadata, a Godot 4 scene and a Unity 6 importer.
Examples
Real, unedited outputs of the hosted create_pixel_sprite tool, which runs this engine (one variant, seed 42), enlarged
here with square pixels. More on the project page.
Sheet | Walk | Prompt |
An ancient wizard with a long braided white beard, a deep violet robe embroidered with silver stars, a wide-brimmed pointed hat bent at the tip, a gnarled oak staff crowned with a glowing teal crystal, and a leather spellbook hanging from a rope belt. | ||
A scrappy junkyard robot built from a rusty orange oil drum body, mismatched green and grey arms, a single big round camera eye with a blue lens, a bent antenna with a red bulb, tank treads for feet, and exposed copper wires. | ||
A swaggering pirate captain with a black tricorn hat trimmed in gold, a long scarlet coat with brass buttons, a striped shirt, a peg leg, a hook hand, a curved cutlass at the hip and a bright green parrot perched on the shoulder. | ||
A cheerful astronaut in a bulky white spacesuit with orange stripes, a domed helmet with a reflective gold visor, a chunky grey life-support backpack with two small thrusters, mission patches on the chest and thick padded boots. |
Related MCP server: Aseprite MCP Server
Requirements
An NVIDIA GPU with a CUDA 12.8 driver (R570 or newer) on Windows or Linux. The memory mode is picked from the GPU's size; you can override it with
--offload:--offloadGPU memory used
Time per candidate*
none(picked for GPUs with 20 GB or more)16.2 GiB
2.3 s
model(picked for 10–20 GB)7.8 GiB
7.4 s
sequential(picked for less than 10 GB)1.0 GiB
34 s
*Measured on an RTX PRO 6000 with the models already loaded. Your times will differ.
About 16 GB of disk for the model files, downloaded once into the Hugging Face cache.
uv (or Python 3.11–3.13 with pip).
No NVIDIA GPU (an Apple Silicon Mac, for example)? Use
--cloudwith an MCPBytes API key; see below.
Install and run
uvx --torch-backend=auto mcpbytes-pixel-sprite download
uvx --torch-backend=auto mcpbytes-pixel-sprite generate "A forest ranger with a green hood and a brown satchel" --seed 42--torch-backend=auto installs the CUDA build of PyTorch that matches your driver. Without it, PyTorch from
PyPI is CPU-only on Windows. With pip: pip install mcpbytes-pixel-sprite --extra-index-url https://download.pytorch.org/whl/cu128.
download fetches the pinned files listed below (about 16 GB, resumable). generate also downloads anything
that is missing, then writes to pixel-sprites/<timestamp>/ (or to -o <new or empty folder>):
File | Contents |
| The model's 512×512 render, before any processing |
| The 128×128 sheet: transparent background, one shared palette |
| Frame rectangles and pivots, animations, palette, QA status and warnings |
| Sheet, 16 frames, 4 walk GIFs, |
| Effective options, seeds and model revisions (your description is left out) |
Options: --variants 1-4, --reference image.png (a PNG or JPEG of your character), --opaque,
--palette-colors 16|32|64, --palette "#rrggbb,#rrggbb,…", --frame-duration-ms 40-1000, --seed. The same
seed, inputs, hardware and --offload mode reproduce a result byte for byte. Seeds are derived the same way as
in the hosted tool, but individual pixels can still differ between GPUs.
qa_status is unreviewed or needs_review; it is never an approval. Check anatomy, facing direction,
identity across views and transparency yourself. Walk previews play poses [0, 1, 2, 1]: three drawn poses,
not four.
MCP server
Add this to your MCP client's configuration (for example claude_desktop_config.json, .cursor/mcp.json):
{
"mcpServers": {
"pixel-sprite": {
"command": "uvx",
"args": ["--torch-backend=auto", "mcpbytes-pixel-sprite", "mcp"]
}
}
}Run mcpbytes-pixel-sprite download once first. A 16 GB download would outlast any client's timeout, so the tool
asks for it instead of starting it. The server provides one tool, create_pixel_sprite, with the options above
plus output_dir. It writes the files, returns their summary and shows each sheet enlarged 4× so the model can
look at it. Files go to ~/mcpbytes/pixel-sprites/<timestamp>/ unless the call passes output_dir, or you set
MCPBYTES_OUTPUT_DIR. The models load on the first call and stay in memory.
Cloud mode (optional)
--cloud sends the job to MCPBytes GPUs instead and charges prepaid credits (prices at
mcpbytes.com/pricing). Create a key at
console.mcpbytes.com/keys:
export MCPBYTES_API_KEY=...
uvx mcpbytes-pixel-sprite generate "A forest ranger" --cloud
uvx mcpbytes-pixel-sprite mcp --cloud # the MCP server, backed by the hosted toolThe files are the same. The run prints a request key: if it is interrupted, run it again with
--idempotency-key <key> to resume the same job without a second charge. Nothing is sent to MCPBytes unless you pass --cloud.
Models
Nothing is bundled. These files are downloaded from Hugging Face at pinned commits and licensed to you by their publishers (all Apache-2.0, no account needed):
black-forest-labs/FLUX.2-klein-base-4B — transformer, VAE, tokenizer
svntax-dev/pixel_spritesheet_4walk_small_lora_v1 — the sprite-sheet LoRA
Comfy-Org/z_image_turbo — the Qwen3 4B text encoder
HF_HOME, HF_ENDPOINT, HF_TOKEN and HF_HUB_OFFLINE work as usual. See NOTICE for attributions.
Development
uv run --with pytest pytestThis repository is also the packages/pixel-sprite submodule of MCPBytes/tools,
the workspace it shares with mcpbytes-core.
Licence
GNU AGPL v3.0 only. The files copied into every export (IMPORTING.md and the Unity importer script) are MIT-0, so
you can ship them in a game under any terms. The sprites you generate are yours. See NOTICE.
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