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jdsalasca

Aseprite Asset MCP

by jdsalasca

build_terrain_tileset

Build a deterministic terrain tileset with adjacency variants and metadata, ready for Aseprite and Godot game projects.

Instructions

Build a deterministic terrain tileset with adjacency variants and metadata.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
seedNo
paletteNo
terrainsYes
tile_sizeYes
outline_colorNo
output_filenameYes
manifest_filenameYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

C2.3/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the full burden. It discloses 'deterministic' (a useful trait) and implies output includes adjacency variants and metadata, but it does not state side effects (e.g., whether it writes files), return format, or operational constraints like performance or dependencies. This is a significant gap for a generation tool.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness2/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single sentence with no waste, but it is under-specified rather than concise. It does not front-load the most critical information (parameters, output) and is too terse to be helpful.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness1/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The tool has 7 parameters, no output schema, and no annotations. The description provides almost no context about what the tool does beyond a high-level phrase, leaving an agent without enough information to invoke it correctly or interpret results.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters1/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0%, and the description mentions none of the seven parameters (seed, palette, terrains, tile_size, etc.). It provides no explanation of their meaning, relationships, or expected values, so it adds zero value beyond the raw schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states a specific verb ('Build'), a resource ('terrain tileset'), and adds detail ('deterministic', 'adjacency variants', 'metadata') that distinguishes it from broader scene or map generation tools. It is not a tautology, but it does not explicitly name a sibling to differentiate from.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

There is no guidance on when to use this tool versus alternatives like generate_world_map, generate_seamless_texture, or generate_biome_transition. The description does not mention conditions, prerequisites, or cases where another tool would be preferred.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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