Aseprite-MCP
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- AlicenseNot gradedqualityBmaintenanceEnables 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
- AlicenseBqualityCmaintenanceEnables 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.116MIT
- AlicenseCqualityBmaintenanceEnables AI assistants to control Aseprite for drawing and editing images through its API.59605MIT
- AlicenseAqualityDmaintenanceEnables AI sprite generation and semantic tools for Aseprite, allowing LLMs to create pixel art, add animations, and manage projects with visual feedback.61GPL 3.0
- 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
- AlicenseAqualityAmaintenanceEnables AI assistants to draw live in Aseprite, creating and editing sprites, using drawing tools, managing layers and frames, and viewing results as images.2233MIT
TDQS
Scored across 21 tools
All tools have clearly distinct purposes. Export tools target different output types (frames, sheet, metadata, layer, tag frames), get tools retrieve different information, and actions like recolor or merge are unique. No two tools appear to do the same thing.
Naming is inconsistent: some tools use 'aseprite_' prefix while others (e.g., auto_crop_transparent, export_layer_only) omit it. Verb patterns also vary (verb_noun vs. noun_verb). This could confuse an agent expecting a uniform naming scheme.
21 tools cover a broad range of sprite editing operations. The count is on the higher side but justifiable given the complexity of Aseprite. It's well-scoped without being excessive.
The tool set covers querying, exporting, and some editing (layer operations, palette recolor, animation speed). However, it lacks creation tools (new sprite, new layer) and more fundamental editing (drawing, saving). This leaves notable gaps for a complete workflow.