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jdsalasca

Aseprite Asset MCP

by jdsalasca

generate_sprite_anchors

Generate deterministic placement anchors from sprite geometry for scene composition and game-engine transforms.

Instructions

Generate deterministic placement anchors from sprite geometry for scene composition and game-engine transforms.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
filenameYes
output_filenameYes
min_component_pixelsNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

C2.7/5.0
Behavior2/5

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

With zero annotations, the description carries the full burden of behavioral disclosure. It reveals one trait — 'deterministic' output — and implies it reads sprite geometry, but it does not state whether the tool writes a new file, mutates the source sprite, what file formats are expected, or what an 'anchor' concretely consists of. For a tool that produces a derived artifact, this is a significant disclosure gap.

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

Conciseness4/5

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

The description is a single front-loaded sentence with zero filler words and a clear verb-first structure. It is concise to the point of under-specification, but as a matter of economy and organization it is well formed.

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

Completeness2/5

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

For a 3-parameter generation tool with no annotations, no output schema, and 0% schema description coverage, the description is far from sufficient. Central domain concepts are undefined: what anchor data looks like, what output format is produced, and what min_component_pixels controls. An agent would have to guess at the mechanics of the tool.

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

Parameters2/5

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

Schema description coverage is 0%, so the description must compensate, but it only loosely maps to parameters: 'sprite geometry' hints at filename and 'anchors' hints at output_filename. The non-obvious optional parameter min_component_pixels is completely unexplained — nothing indicates what a 'component' is or how the threshold affects anchor generation. An agent cannot confidently set this parameter.

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 names a specific verb (Generate), a concrete resource (placement anchors derived from sprite geometry), and an application context (scene composition, game-engine transforms). The term 'deterministic' adds useful precision. It doesn't explicitly distinguish itself from similar siblings like generate_sprite_hitboxes or generate_normal_map, but the anchor concept is named specifically enough to imply the difference.

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?

No guidance is given for when to pick this tool over alternatives. The purpose clause implies a use case (scene composition, game-engine transforms), but there are no exclusions, prerequisites, or explicit sibling routing, which is a real gap given the many geometry-generating siblings (generate_sprite_hitboxes, generate_normal_map, inspect_sprite_geometry) an agent must disambiguate.

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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