aseprite_mcp
AI-driven sprite generation, asset creation (grass, stone), animation, and project management within Aseprite, with visual PNG previews of all operations.
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., "@aseprite_mcp Create a 32x32 pixel art character with walking animation"
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.
Aseprite MCP Server
A Model Context Protocol (MCP) server for Aseprite.
Features
Procedural Script Execution: Run custom Lua scripts to programmatically draw and manipulate sprites inside Aseprite.
Semantic Tools: Add animations, draw assets (grass, stone), and create projects.
Visual Feedback: Most drawing operations return a PNG preview to the LLM.
Security: Temporary Lua scripts are safely execution-bound and cleaned up.
Related MCP server: aseprite-mcp
Setup
Install Aseprite.
Clone this repo and install dependencies:
pnpm install pnpm run build(Optional) Copy
.env.exampleto.envand setASEPRITE_PATHif it's not in your system PATH.
Usage with Claude Desktop
Add the following to your Claude Desktop config:
{
"mcpServers": {
"aseprite": {
"command": "node",
"args": ["/path/to/aseprite_mcp/dist/index.js"],
"env": {
"ASEPRITE_PATH": "aseprite"
}
}
}
}Security Note
Never commit your
.envfile.Temporary Lua scripts are automatically cleaned up after execution. An MCP to integrated LLMs with Aesprite
Available Tools
6 toolsadd_animationB
Adds a named animation tag and frames to a sprite.
Inputs: tag (required), path (required), frames.
create_projectB
Creates a new Aseprite project with standard layers.
Inputs: name (required), width, height.
draw_assetB
Draws a semantic asset (e.g., "grass", "tree") at a location.
Inputs: x (required), y (required), path (required), asset (required).
get_previewA
Gets a PNG preview of the specified Aseprite file.
Inputs: path (required).
launch_asepriteB
Opens Aseprite GUI.
Inputs: no named parameters.
run_scriptA
Runs a custom Lua script in Aseprite. Use this to procedurally draw/modify sprites, animations, or projects.
Inputs: script (required).
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 6 tools
Each tool has a distinct purpose: app control (launch_aseprite), project creation (create_project), animation (add_animation), drawing (draw_asset), preview (get_preview), and low-level scripting (run_script). No two tools overlap in their primary function, and run_script is clearly positioned as a general escape hatch.
All tools follow a consistent snake_case verb_noun pattern (run_script, launch_aseprite, create_project, add_animation, draw_asset, get_preview). This makes the API highly predictable and easy to navigate.
Six tools is well-scoped for an Aseprite MCP server. Each tool covers a core operation without redundancy, staying within the ideal 3-15 range for a focused integration.
The tool surface lacks standard lifecycle operations such as opening an existing project, saving/exporting, and managing layers or palettes. While run_script can perhaps fill these gaps via custom Lua code, the explicit toolset is incomplete for typical Aseprite workflows.
Maintenance
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