tenten
Reads and writes .aseprite files, including palettes, layers, tags, slices, and indexed/RGBA/grayscale cels, enabling sprite import/export and round-tripping with Aseprite-compatible assets.
Supports Vite dev-server workflows via tt_watch, re-exporting sprite sheets after each change so a Vite server watching the output directory can live-reload the updated art.
This server does not currently have a deployable release on Glama. Follow the repository's setup instructions to install and configure it for your MCP client, including any required credentials and local dependencies.
tenten
A headless, scriptable pixel-art and animation tool. Draw sprites as text grids and ops over an MCP server, a CLI or a TypeScript API, and export sheets that Phaser, Pixi and debuff load. Sprites are indexed (a palette, index 0 transparent) with layers, frames, tags and slices. There is no editing GUI. Every edit returns the frame as a text grid, so a coding agent can drive it without a screen.
The point is that the whole sprite is text. A six-line grid is a sprite, a diff shows which pixels moved, and anything that can write a string can draw. Inspired by Aseprite, not a clone of it. The .tt file is JSON with cels stored as text grids, so it reads with cat and diffs in git. Exports write PNG sheets and Aseprite-style JSON that Phaser's load.aseprite and Pixi's spritesheet parser accept, and the name@WxH.png strips debuff's asset compiler reads.
Part of debuff, the framework for 2D browser games. Projects made with npm create debuff list tenten in their .mcp.json, and the tenten() plugin in @debuffjp/cli turns .tt files in assets/ into sprite sheets, fetching tenten with npx when it is not installed.
MCP server
{ "mcpServers": { "tenten": { "command": "npx", "args": ["-y", "-p", "@debuffjp/tenten", "tenten-mcp"] } } }Or from a checkout: node bin/tenten-mcp.js. Thirteen tools: tt_new, tt_open, tt_save, tt_describe, tt_draw, tt_undo, tt_render, tt_diff, tt_export, tt_watch, tt_preview, tt_share, tt_palettes. A sprite is usually one tt_draw call with a grid op:
{ "ops": [
{ "op": "grid", "rows": ["..0000..", ".011110.", "01122110", "01111110", ".011110.", "..3..3.."] },
{ "op": "outline", "c": 4 },
{ "op": "addFrame" }, { "op": "shift", "dx": 0, "dy": 1, "frame": 1 },
{ "op": "tag", "name": "idle", "from": 0, "to": 1 }
] }In a grid . is transparent and 0-9a-zA-Z are palette indices 1 to 61, so index 1 is drawn as 0. tt_describe lists each palette entry with its grid character, as 1=#ffd700 (0). tt_render with view: "png" draws every frame zoomed with its index under it. tt_diff lists the pixels that differ between two frames or two documents.
tt_preview opens a small page for the human that shows every open document zoomed and plays its animations, updated on every change:
Related MCP server: libresprite-mcp
Draw together
tenten share <file> or the tt_share tool gives you a link to a page where people draw on the same sprite with a pen, eraser and fill. An agent can join through tt_draw. Every edit goes through the one tenten process, so same-pixel conflicts resolve in the order they arrive. The CLI saves to <file> after every stroke; under MCP, save with tt_save. Nothing opens by itself.
This machine: use the link as it is.
Your network: add
--lan(lan: truefortt_share) and share the printed network link. It's plain HTTP, and anyone holding the link can draw.Further away: the host clicks Invite, then sends the guest page and the code. The guest pastes the code and sends a reply code back. The two browsers then connect directly. tenten runs no server for this, so across the internet you usually need your own STUN or TURN servers:
--ice '[{"urls":"stun:stun.example.com"}]'. Without them, expect invites to work only on the same network.
Peers can only draw pixels, lines and fills. There's no undo in the page yet, and tt_undo undoes the last batch from anyone.
.aseprite
Reads RGBA, grayscale and indexed files with raw, compressed or linked cels at any offset, and writes indexed files with a palette, layers, tags and slices. The tests render Overbuffed's Aseprite files to the PNGs Aseprite exported from them, pixel for pixel, and, when Aseprite is installed, have the real binary open a tenten-written file and export the same sheet. The codec is written from the published file spec, not from Aseprite's source.
CLI
tenten show <file> [--frame n]
tenten info <file>
tenten export <file> [--out dir] [--layout horizontal|vertical|grid] [--scale n] [--padding n] [--frames] [--debuff] [--aseprite]
tenten preview <file> [--out file.png] [--scale n]
tenten convert <file> <out>
tenten share <file> [--lan] [--ice json]<file> is .tt or .aseprite.
Library
import { Editor, save, sheet } from "@debuffjp/tenten";
const e = Editor.create("coin", 8, 8);
e.batch([{ op: "palette", colours: ["#ffd700", "#b8860b"] }, { op: "ellipse", x: 0, y: 0, w: 8, h: 8, c: 1, fill: true }]);
await save(e.doc, "coin.tt");Ops: grid, pixel, line, rect, ellipse, diamond (a 2:1 isometric footprint), flood, outline, shift, flip, replace, copy, clear, addLayer, removeLayer, addFrame, removeFrame, duration, tag, untag, slice, unslice, colour, palette. A batch is one undo step and rolls back whole if an op fails.
Not yet
Tilemap layers and tilemap cels in .aseprite, brushes, in-place texture swapping without a reload (today tt_watch rewrites files and the dev server reloads). Node 24 runs the TypeScript source directly; npm run check typechecks and runs the tests.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
This server cannot be deployed
Maintenance
Related MCP Connectors
Generate authentic pixel art - sprites, animations, and tilesets - from any MCP client
Pixel art for your game, from your coding agent. Generate sprites, items and tiles in your game's style (64 to 1024 px), make variants, reskins and N/E/S/W directions, then edit everything in a full pixel art editor that syncs into your project. Works with Claude, Claude Code, Cursor and ChatGPT; sign in with OAuth, no API key.
Game-dev sprite tools: PNG/GIF to spritesheet, split, trim, animate. OAuth-authenticated MCP server.
Generate pixel art sprites, animations, 8-direction rotations and palettes for games.
Related MCP Servers
- AlicenseNot gradedqualityCmaintenanceEnables AI coding agents to create, draw, and refine Aseprite documents through deterministic canvas, layer, frame, tag, and palette tools, with pixel analyzers, style validation, and preview/diff visual feedback. It also supports spritesheet and animated GIF export, producing multi-layer game-ready assets.1MIT
- AlicenseBqualityBmaintenanceEnables AI agents to generate and edit pixel art by driving LibreSprite headlessly through MCP tool calls, supporting operations like creating sprites, resizing canvases, and exporting PNGs.7BSD Zero Clause
- AlicenseNot gradedqualityCmaintenanceEnables 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
- AlicenseNot gradedqualityBmaintenanceEnables AI agents to create, inspect, validate, edit, render, and export layered pixel art assets and animations through structured MCP tools.78 npm8MIT