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Aseprite MCP

CI License: MIT Python 3.10+ MCP

An extensive Model Context Protocol server that lets an AI agent (Claude Code, Claude Desktop, or any MCP client) create and edit Aseprite sprites β€” draw pixel art, build animations, manage layers/frames/tags/palettes, and export to PNG/GIF/sprite sheets β€” all headlessly.

πŸ“– Full tool reference: docs/TOOLS.md β€” every tool with its parameters.

It works by generating Lua scripts and running them through Aseprite's batch mode (aseprite -b --script ...), plus the Aseprite CLI for exports. Every operation opens a real .aseprite file, edits it, and saves β€” so your files stay fully editable in the Aseprite GUI.

  • 108 tools β€” including high-level workflow tools that scaffold and validate whole assets in one call, and a batch op-runner that applies many edits atomically in a single Aseprite process β€” across sprites, layers, frames, cels, drawing (incl. pixel-perfect & anti-aliased modes), custom brushes & symmetry, palettes (extract/sort/ramps), animation tags, slices/9-patch, effects (gradients/outline/drop-shadow/colour adjustments), text rendering, tilemaps, image stamping, reference/rotoscope layers, transforms, rich export (per-layer/per-tag, sprite sheets, onion-skin), a GUI companion view, and a health_check self-test.

  • Sandboxed file access β€” by default the file capability is scoped to the workspace (relative paths only; absolute/.. paths rejected unless you opt in).

  • No-clobber by default β€” output-writing tools refuse to overwrite an existing file; pass overwrite=True to replace it intentionally.

  • Structured results β€” every tool returns JSON describing the updated sprite.

  • render_preview returns a PNG so the agent can see its work and self-correct.

  • Deterministic, stateless, robust β€” each call is an isolated, headless Aseprite run.


Showcase

Everything below was produced entirely through MCP tool calls β€” no manual pixel-pushing.

🟒 Easy β€” one call scaffolds usable pixel art

🟑 Medium β€” animation & tag generation

πŸ”΄ Hard β€” the full pipeline: create β†’ animate β†’ validate β†’ export

validate_sprite_for_game_export β†’ passed βœ…  (width, height, color_mode, min_frames, required_tags)
export_game_asset_bundle        β†’ hero.png Β· hero.gif Β· hero_sheet.png (+JSON) Β· hero_idle.gif Β· manifest.json

Related MCP server: aseprite-mcp

Requirements

  • Aseprite 1.3+ (the scripting API). The Steam and standalone builds both work.

  • Python 3.10+

  • uv (recommended) β€” or any PEP 517 installer.

Install

git clone https://github.com/MalloyTheDev/aseprite-mcp.git
cd aseprite-mcp
uv sync

That creates a virtual environment and installs the aseprite-mcp package and its dependencies. Verify it can find Aseprite and run the test suite (tests auto-skip if Aseprite isn't found):

uv run pytest

Configuration

Everything is configurable via environment variables (all optional):

Variable

Purpose

Default

ASEPRITE_PATH

Full path to Aseprite.exe / aseprite.

Auto-detected (Steam, standalone, PATH).

ASEPRITE_MCP_WORKSPACE

Folder where relative sprite paths are resolved.

<repo>/workspace

ASEPRITE_MCP_TIMEOUT

Per-operation timeout in seconds.

90

ASEPRITE_MCP_ALLOW_ABSOLUTE

Allow absolute / workspace-escaping paths (1/true to enable).

off (sandboxed)

On this machine Aseprite was detected at C:\Program Files (x86)\Steam\steamapps\common\Aseprite\Aseprite.exe, so ASEPRITE_PATH is not strictly required β€” but setting it explicitly is the most reliable.


Register with an MCP client

Replace /ABSOLUTE/PATH/TO/aseprite-mcp below with the absolute path to your clone.

Claude Code (CLI)

claude mcp add aseprite -- uv --directory /ABSOLUTE/PATH/TO/aseprite-mcp run aseprite-mcp

To set the Aseprite path explicitly (recommended if auto-detection fails):

claude mcp add aseprite \
  --env ASEPRITE_PATH="/path/to/Aseprite.exe" \
  -- uv --directory /ABSOLUTE/PATH/TO/aseprite-mcp run aseprite-mcp

Claude Desktop / generic MCP client (JSON)

Add this to your client's MCP server config (e.g. claude_desktop_config.json). A ready-to-copy template lives in mcp-config.example.json (Windows-style paths shown β€” adjust for your OS):

{
  "mcpServers": {
    "aseprite": {
      "command": "uv",
      "args": ["--directory", "C:\\path\\to\\aseprite-mcp", "run", "aseprite-mcp"],
      "env": {
        "ASEPRITE_PATH": "C:\\Program Files (x86)\\Steam\\steamapps\\common\\Aseprite\\Aseprite.exe",
        "ASEPRITE_MCP_WORKSPACE": "C:\\path\\to\\aseprite-mcp\\workspace"
      }
    }
  }
}

Restart the client; the aseprite server and its 108 tools will be available. Ask the agent to run health_check to confirm Aseprite is wired up correctly.


High-level workflows

Beyond the low-level tools, a few workflow tools scaffold a whole asset in one call and return a manifest (created files, paths, frames, tags, dimensions, and suggested next steps) so an agent can keep going. They compose the low-level tools β€” deterministic scaffolding, no AI generation.

Tool

Description

create_character_sprite

Transparent canvas + body/details layers + a generated shading ramp + an outlined placeholder.

make_4_frame_idle_animation

Turn a 1-frame sprite into a 4-frame idle "bob" loop with a tag.

create_tileset_project

Canvas + tilemap layer + a starter tileset (grass/dirt/water/stone, or your own).

create_icon_set

Grid sheet of icon cells, each a placeholder inside a named slice (icon_0, …).

create_rpg_item_sheet

Grid sheet with a named slice per item (sword/shield/potion/…).

make_8_direction_walk_template

8-direction walk template β€” frames + one tag per direction (N/NE/E/…).

export_game_asset_bundle

PNG + animated GIF + sprite sheet (+ JSON) + per-tag GIFs + manifest.json.

export_godot_spriteframes

Godot 4 SpriteFrames resource (.tres) + packed sheet β€” one animation per tag, timed from frame durations.

export_slice_metadata

Engine-agnostic <sprite>_slices.json β€” hitbox/hurtbox/collision/attach/9-slice/pivot from slice names or JSON data.

validate_sprite_for_game_export

Check a sprite is game-ready (dimensions/tile multiple, colour mode, frames, required tags, transparency, palette budget, exports exist) β†’ pass/fail report.

validate_asset_spec / plan_asset_spec / build_asset_from_spec

Describe an asset once (aseprite_mcp.asset_spec.v1), then validate it, dry-run the plan, or build it (structure only β€” canvas/layers/frames/tags/slices/palette + exports; you draw the art).

"Make me an idle-animated hero and a game-ready bundle."

  1. create_character_sprite("hero", 32, 32, base_color="#3878c8") β€” layers + palette + placeholder.

  2. Draw the character on the body / details layers (low-level tools).

  3. make_4_frame_idle_animation("hero.aseprite") β€” 4-frame loop tagged idle.

  4. validate_sprite_for_game_export("hero.aseprite", expected_width=32, required_tags=["idle"]) β€” confirm it's game-ready.

  5. export_game_asset_bundle("hero.aseprite", scale=8) β€” PNG/GIF/sheet+JSON/manifest in hero_bundle/.

Workflow manifest contract

Every workflow tool returns a standardized workflow_manifest.v1 object (defined in core/manifest.py) so the asset layer stays consistent as it grows. Always present: ok, schema_version, kind, created_files[], suggested_next_actions[], warnings[]. Included when relevant: sprite{}, exports[], palette{}, animation{}, tilemap{}. File/export entries are {role, path, format, metadata_path?}.

{
  "ok": true,
  "schema_version": "workflow_manifest.v1",
  "kind": "character_sprite",
  "sprite": { "path": "...", "width": 32, "height": 32, "color_mode": "rgb",
              "frames": 1, "layers": ["body", "details"], "tags": [] },
  "created_files": [ { "role": "source_sprite", "path": "...", "format": "aseprite" } ],
  "palette": { "colors": ["#1b1f2a", "..."], "count": 5 },
  "suggested_next_actions": ["Draw the character on the 'body' layer", "..."],
  "warnings": []
}

Batch operations

apply_operations applies a list of edits to one sprite in a single Aseprite process, atomically β€” open once β†’ run every op inside one transaction β†’ save only if all succeed. This collapses multi-launch agent flows (add layer β†’ draw β†’ add frame β†’ tag) into one fast, all-or-nothing call. Pass dry_run=true to validate the op list without launching Aseprite.

apply_operations("hero.aseprite", [
  {"op": "add_layer",      "args": {"name": "fg"}},
  {"op": "fill_layer",     "args": {"layer": "fg", "color": "#1d2b53"}},
  {"op": "draw_rectangle", "args": {"layer": "fg", "x": 2, "y": 2, "width": 12, "height": 8, "color": "#ff004d"}},
  {"op": "add_frame",      "args": {"copy_from": 1, "duration_ms": 120}},
  {"op": "add_tag",        "args": {"name": "idle", "from": 1, "to": 2}}
])

If any op fails, the whole batch rolls back and the error names the failing op index. v1 ops: layer add/rename/visible/opacity/remove Β· frame add/duplicate/duration Β· tag add/remove Β· draw set_pixel/line/rectangle/fill_rectangle/ellipse/fill_ellipse/fill_layer/clear_layer Β· slice add/remove Β· replace_color.


Tool catalogue

Relative filenames resolve inside the workspace (absolute paths require ASEPRITE_MCP_ALLOW_ABSOLUTE=1 β€” see Security). Frames and palette-aware operations are 1-based for frames, 0-based for palette indices. Colours accept #RRGGBB, #RRGGBBAA, r,g,b, r,g,b,a, index:N, or a name (black, white, red, green, blue, yellow, cyan, magenta, transparent, …).

Sprite lifecycle

Tool

Description

create_sprite

Create & save a new sprite (rgb/indexed/gray, optional background).

save_sprite_as

Save a copy under a new path (optionally flattened).

set_color_mode

Convert between rgb / indexed / gray (with dithering).

resize_canvas

Change canvas size without scaling art (top_left / center).

crop_sprite

Crop the canvas to a rectangle.

scale_sprite

Scale the whole sprite (by factor or to dimensions; nearest/bilinear).

flatten_sprite

Flatten all layers into one.

trim_sprite

Auto-crop the canvas to non-transparent content.

convert_layer_to_background Β· convert_background_to_layer

Toggle the opaque Background layer.

Inspection & preview

Tool

Description

get_sprite_info

Full structured state: size, mode, frames, layer tree, tags, palette.

render_preview

Render a frame to a PNG image you can view (scaled).

get_pixels

Read composited pixel colours of a region (≀ 64Γ—64 per call).

list_sprites

List sprite/image files in the workspace.

Layers

Tool

Description

add_layer

Add a layer (optional group, opacity, blend mode, visibility).

add_group_layer

Add a group layer.

remove_layer Β· rename_layer

Delete / rename a layer.

set_layer_properties

Update opacity, blend mode, visibility, editability, name.

move_layer

Reorder a layer (1-based stack index, 1 = bottom).

duplicate_layer Β· merge_layer_down

Duplicate / merge a layer down.

Frames (animation)

Tool

Description

add_frame

Append a frame (empty, or a copy of another).

duplicate_frame Β· remove_frame

Duplicate / delete a frame.

set_frame_duration Β· set_all_frame_durations

Set per-frame / uniform durations (ms).

Cels (a layer's image at a frame)

Tool

Description

get_cel

Inspect a cel (exists, position, bounds, opacity).

set_cel_position Β· set_cel_opacity

Move / fade a cel.

copy_cel Β· delete_cel

Copy a cel between frames / delete it.

Animation tags

Tool

Description

add_tag

Tag a frame range with a name, direction, colour.

set_tag Β· remove_tag

Edit / delete a tag.

Drawing

Tool

Description

draw_pixels

Plot individual pixels (per-pixel or shared colour).

draw_line Β· draw_polyline

Line / connected segments; pixel_perfect & antialias options.

draw_curve

Quadratic BΓ©zier curve.

draw_rectangle Β· draw_ellipse

Outline or filled rectangle / ellipse; ellipse has antialias.

fill_area

Flood fill (paint bucket) from a point.

fill_layer Β· clear_layer

Fill the whole cel / erase it to transparent.

Brushes & symmetry

Tool

Description

draw_brush

Stamp a custom brush shape (ASCII mask) at many points.

stamp_pattern

Tile an image/sprite across a region (with spacing, opacity, blend).

mirror_layer

Reflect one half of a layer onto the other (build symmetric art).

draw_symmetric_pixels

Plot pixels with horizontal/vertical/4-way mirroring.

Slices (named regions / 9-patch)

Tool

Description

add_slice Β· set_slice Β· remove_slice Β· list_slices

Manage slices with optional 9-patch center, pivot, colour, and data.

Effects & colour adjustments

Tool

Description

fill_gradient

Linear/radial gradient, multi-stop, optional Bayer dithering.

fill_checkerboard

Two-colour checkerboard pattern.

add_outline

Pixel outline around art (outside/inside, 4/8-connectivity, thickness).

add_drop_shadow

Hard drop shadow on a new layer beneath the art.

replace_color

Swap a colour (with per-channel tolerance).

invert_colors

Invert RGB (alpha preserved).

adjust_brightness_contrast Β· adjust_hue_saturation Β· desaturate

Colour grading.

Text

Tool

Description

draw_text

Render text (built-in bitmap font or a TrueType file) as crisp pixels.

Tilemaps (Aseprite 1.3+)

Tool

Description

create_tilemap_layer

Create a tilemap layer with a tile size + empty grid.

add_tile Β· fill_tile Β· paint_tile_pixels

Define/draw the tileset artwork.

set_tile Β· set_tiles Β· fill_tilemap

Place tiles on the grid.

get_tilemap

Read the grid of tile indices.

Image stamping

Tool

Description

stamp_file

Composite another image/sprite file onto a layer (opacity, blend mode).

draw_image_base64

Composite an inline base64 image onto a layer.

Palette

Tool

Description

get_palette Β· set_palette

Read / replace the whole palette.

set_palette_color Β· add_palette_color Β· resize_palette

Edit individual entries / size.

load_palette

Load a palette from .gpl/.pal/.png/.aseprite.

set_transparent_color

Set the transparent index (indexed sprites).

extract_palette

Collect the unique colours used in a sprite/image.

sort_palette

Sort by hue/luminance/saturation/value (remaps indexed pixels).

generate_ramp

Build a hue-shifted shading ramp from a base colour.

Transform & export

Tool

Description

flip_sprite Β· rotate_sprite

Flip (h/v) / rotate (90/180/270) the whole sprite.

export_png

Export one frame as a flattened PNG (scaled).

export_gif

Export the animation as an animated GIF.

export_tag_gif

Export only a named tag's frames as a GIF.

export_spritesheet

Pack frames into a sheet (+ JSON metadata; layer/tag filters & splits).

export_frames

Export each frame to its own file ({frame} pattern).

export_layer Β· export_layers

Export one layer / each layer to separate files.

export_tags

Export each animation tag's frames to separate files.

export_onion_skin

Render a frame with neighbouring frames ghosted behind it.

import_image

Build an editable .aseprite from a flat image.

Reference / rotoscope

Tool

Description

add_reference_layer

Add a dimmed, locked layer holding a reference image to trace over.

import_reference_sequence

Import a sequence of images as per-frame references (rotoscoping).

Batch operations

Tool

Description

apply_operations

Apply many edits to one sprite atomically in a single process (dry_run to validate only). See Batch operations.

GUI companion mode

Tool

Description

open_in_editor

Open a sprite in the live Aseprite GUI window (non-blocking) to watch edits.

gui_available

Report whether the Aseprite GUI can be launched.

Health & self-test

Tool

Description

health_check

Self-test: Aseprite found?, version, workspace, tool count, and a real create+export round-trip.


Live viewing (GUI companion mode)

The server edits files headlessly, but you can watch the work in the real Aseprite window. Call open_in_editor("sprite.aseprite") and Aseprite opens it in a normal, non-blocking window. As the agent keeps saving edits with the other tools, Aseprite detects the on-disk change and offers to reload (or reloads automatically, depending on your Aseprite preferences) β€” so edits appear without re-opening.

What this is and isn't: Aseprite's Lua scripting sandbox has no networking or timers, so the server can't stream a live canvas into the GUI frame-by-frame. The companion view above (open once β†’ headless edits β†’ Aseprite reloads) is the robust, supported workflow. The agent's own "eyes" remain render_preview, which returns a PNG it can inspect directly.


Example agent workflow

"Make me a 32Γ—32 walking-slime animation."

  1. create_sprite("slime.aseprite", 32, 32, "rgb")

  2. fill_layer the background, add_layer("slime"), draw the body with draw_ellipse/fill_area/draw_pixels.

  3. add_frame(copy_from=1) a couple of times; nudge the body with set_cel_position to create a bounce.

  4. set_all_frame_durations(120) and add_tag("walk", 1, 3, "pingpong").

  5. render_preview to check it, iterate, then export_gif("slime.gif", scale=8).


How it works

client (Claude) ──MCP──> aseprite-mcp (FastMCP, Python)
                              β”‚  builds a Lua body + ARG table
                              β–Ό
                         luagen.assemble_script  ──>  temp .lua
                              β”‚   (prelude: JSON encoder, colour/pixel
                              β”‚    helpers, drawing primitives, info)
                              β–Ό
                  Aseprite.exe -b --script temp.lua
                              β”‚  prints  @@ASEMCP@@<json>  (or @@ASEMCP_ERR@@)
                              β–Ό
                         runner parses the sentinel  ──>  dict back to the client

Drawing primitives (line, rectangle, ellipse, flood fill) are implemented deterministically in Lua and operate on a full-canvas copy of the target cel, so coordinates are always in sprite space and results are identical across runs. Exports use the Aseprite CLI's native flags (--sheet, --scale, --data, …).

Project layout

src/aseprite_mcp/
  app.py          FastMCP instance + usage instructions
  config.py       locate Aseprite, workspace, path resolution
  luagen.py       Python->Lua serializer + shared Lua PRELUDE + script assembly
  runner.py       run_lua() / run_cli(), parse sentinel JSON
  server.py       imports all tool modules, main()
  tools/          one module per domain: sprite, inspect, layers, frames, tags,
                  cels, drawing, brushes, effects, text, tilemap, image, palette,
                  slices, transform, export, reference (+ common.py)
docs/TOOLS.md     full auto-generated tool reference
scripts/          gen_tool_docs.py (regenerates docs/TOOLS.md)
tests/            pytest suite (auto-skips without Aseprite)

Security

This server hands an AI agent a file capability, so access is scoped by default:

  • Workspace-sandboxed paths. Relative filenames resolve under ASEPRITE_MCP_WORKSPACE (default <repo>/workspace). Absolute paths and paths that escape the workspace via .. (or a symlink that points outside it) are rejected unless you set ASEPRITE_MCP_ALLOW_ABSOLUTE=1.

  • No-clobber by default. Output-writing tools (create_sprite, save_sprite_as, export_*, export_game_asset_bundle) refuse to overwrite an existing file; pass overwrite=True to replace it on purpose. Multi-file exports validate every target up front, so they fail before writing anything if any target already exists.

  • No shell, no injection. Aseprite is invoked with list-form arguments (never a shell), and every user value is passed into generated Lua through an escaped ARG table β€” user input is never concatenated into Lua source.

  • Bring your own Aseprite. The server only runs the Aseprite binary you point it at.

Run health_check to confirm the configuration (Aseprite path, workspace, sandbox state).

Notes & limitations

  • Stateless by design. Each tool call is an independent headless Aseprite process, so transient state (the GUI selection, undo history, the "active" sprite) does not persist between calls. Operations that would need a persistent selection instead take explicit coordinates. A future live-GUI mode can layer on top of this without changing the tool API.

  • Use a .aseprite/.ase extension to keep layers, frames, and tags editable. Saving to .png/.gif flattens.

  • get_pixels is capped at 4096 px (e.g. 64Γ—64) per call β€” read in tiles for larger areas.

  • Anti-aliasing (antialias=True) only applies to RGB sprites; it's ignored on indexed/gray. Tilemaps and reference layers require Aseprite 1.3+.

Troubleshooting

  • "Could not locate Aseprite." Set ASEPRITE_PATH to the full executable path.

  • Nothing happens / permission denied on save. Ensure the workspace path is writable. Relative filenames go under ASEPRITE_MCP_WORKSPACE (default <repo>/workspace).

  • Timeouts on big operations: raise ASEPRITE_MCP_TIMEOUT (seconds).

  • A tool errors with a Lua message. The message is surfaced verbatim from Aseprite β€” it usually names the bad argument (e.g. a missing layer/frame).

  • Tests all skip. That's expected when Aseprite isn't installed/found; set ASEPRITE_PATH to run them for real.

Development

uv run pytest                              # integration tests (need Aseprite)
uv run aseprite-mcp                        # run the server over stdio (manual debugging)
uv run python scripts/gen_tool_docs.py     # regenerate docs/TOOLS.md

See CONTRIBUTING.md for the architecture and how to add a tool, and CHANGELOG.md for release notes.

Contributing

Contributions are welcome! Please read CONTRIBUTING.md, add a test for your change, and regenerate the tool reference before opening a PR.

License

MIT Β© Brendan Malloy.

Disclaimer

This is an independent, unofficial project and is not affiliated with or endorsed by Aseprite or Igara Studio S.A. "Aseprite" is a trademark of its respective owner. You need your own licensed copy of Aseprite for this server to function.

A
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