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    • A
      license
      C
      quality
      C
      maintenance
      Enables AI assistants to create and edit pixel art and sprite animations by driving Aseprite's 73 tools for sprites, layers, frames, cels, drawing, selections, palettes, tags, slices, tilemaps, filters and export, with a generic escape hatch to any of its 183 menu commands or Lua scripting API. It runs either headless in batch mode on files or live against an open Aseprite window so edits are visible and undoable.
      73
      115 npm
      1
      MIT
    • A
      license
      Not graded
      quality
      B
      maintenance
      Enables AI assistants to drive Aseprite for pixel-art creation, including sprite setup, grid-based drawing, layer/frame/tag management, reference image import, and export, with rendered previews after every mutation.
      MIT
    • A
      license
      B
      quality
      B
      maintenance
      Enables an AI agent to create and edit pixel art directly in Aseprite — building sprites, layers, frames, animation tags and palettes, painting pixels and primitives, inspecting the rendered result, and exporting GIFs or sprite sheets. All work lands on real .aseprite files that can be opened and edited by hand.
      43
      115 npm
      1
      MIT
    • A
      license
      C
      quality
      D
      maintenance
      Enables AI assistants to automate Aseprite tasks such as sprite sheet export, frame extraction, and Lua scripting for sprite manipulation.
      21
      26 npm
      1
      MIT
    • A
      license
      B
      quality
      C
      maintenance
      Enables AI assistants to create and edit pixel art and animated sprites in Aseprite through 104 tools covering drawing, layers, animation, palettes, tilemaps, exports, visual analysis, and raw Lua scripting.
      116
      MIT

    TDQS

    B3/5.0

    Scored across 17 tools

    Disambiguation4/5

    Most tools target clearly distinct operations (draw vs edit vs animate vs generate vs character), with detailed descriptions that help separate them. Minor overlap exists between create_sprite's image import and ingest's frame import, and palette colors can also be read via sprite_info, but these are edge confusions rather than core ambiguity.

    Naming Consistency3/5

    Mixed conventions: some tools use verb_noun (create_sprite, read_pixels, run_lua), many are bare verbs (draw, edit, resize, export, animate), and others are nouns (palette, layer, frames, character, batch). It's readable and each name hints at its domain, but there's no single predictable pattern.

    Tool Count4/5

    17 tools is slightly above the ideal 3-15 range, but each tool bundles a coherent family of operations (edit, animate, character) rather than being a redundant one-off. The breadth of the pixel-art workflow (create, edit, animate, AI-generate, export) justifies the count.

    Completeness4/5

    The surface covers creation, editing, animation, AI ingestion/generation, and export with good lifecycle depth. Some gaps remain (no dedicated text, selection/tilemap, or undo/redo tooling), but run_lua serves as an escape hatch for arbitrary Aseprite Lua operations.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues