PixelForge MCP Server
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- AlicenseNot gradedqualityCmaintenanceEnables AI agents to create, inspect, edit, and export pixel art, sprites, animations, and spritesheets using headless Aseprite, and to convert arbitrary images into indexed pixel art.MIT
- AlicenseNot gradedqualityAmaintenanceEnables AI agents to create layered pixel-art sprites and animations, inspect pixels, and export images, spritesheets, GIFs, APNGs, and TrueType pixel fonts. Documents and edits stay local, accessible over stdio MCP or callable directly from a shell.26MIT
- AlicenseNot gradedqualityCmaintenanceGives AI assistants headless control of the pixel-art editor by wrapping its command line and complete Lua scripting API. It enables inspecting sprite metadata, creating new sprites, exporting frames and packed spritesheets, and editing pixels, layers, frames, tags and palettes.MIT
- AlicenseCqualityCmaintenanceEnables 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.73120 npm1MIT
- AlicenseCqualityAmaintenanceEnables AI clients to drive pixel-art workflows through 169 tools spanning Retro Diffusion generation, Aseprite editing, and Krita painting, with independently gated subsystems.4169MIT
- AlicenseNot gradedqualityBmaintenanceEnables AI agents to create and edit pixel-art projects — sprites, props, palettes, eight-direction animation, and tile-based environments — through a stdio MCP server with discovery, help, and call tools. Agents can build from silhouette to detail, inspect native-scale renders, silhouettes, value maps, and GIF playback, then save every change as versionable source.MIT
TDQS
Scored across 15 tools
Each tool targets a fairly distinct operation (convert vs. export vs. detect vs. sync), and the video-analysis tools split cleanly by feature (bar fills, stroke draws, motion, sound triggers). Minor ambiguity exists between studio_info and catalog_list (both informational) and between image_convert and image_stylize_reel, but descriptions clarify the boundaries.
Most tools follow a resource_action pattern (image_convert, video_convert, video_detect_bar_fills, image_stylize_reel), which is readable and predictable. A few deviate with verb-first (export_spritesheet, export_tileset) or noun_noun (studio_info, catalog_list, palette_tool) forms, but the overall convention is coherent.
15 tools sits at the top of the well-scoped range for a rich pixel-art/video pipeline. Each tool maps to a real capability (conversion, detection, export, sync, info), so none feel redundant, though the set is on the heavier side.
Coverage is broad: image and video conversion, palette handling, spritesheet/tileset export, multiple detection/analysis tools, motion-audio sync, and catalog/info. Minor gaps exist (e.g., no standalone audio extraction or batch orchestration), but core lifecycle workflows are covered without obvious dead ends.