Aseprite MCP Tools
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- AlicenseCqualityDmaintenanceEnables AI assistants to control Aseprite for creating pixel art and animated sprites, with 104 tools covering canvas, drawing, animation, palettes, effects, and more.100MIT
- AlicenseCqualityCmaintenanceEnables AI assistants to create and edit pixel art and sprite animations by driving Aseprite's 73 tools for sprites, layers, frames, cels, drawing, selections, palettes, tags, slices, tilemaps, filters and export, with a generic escape hatch to any of its 183 menu commands or Lua scripting API. It runs either headless in batch mode on files or live against an open Aseprite window so edits are visible and undoable.73504 npmMIT
- AlicenseNot gradedqualityCmaintenanceEnables AI clients to create and revise editable pixel art in a running Aseprite editor, with live tools for sprites, layers, drawing, animation, palettes, selections, previews, saving, and exporting.504 npmMIT
- AlicenseNot gradedqualityCmaintenanceEnables AI agents to create, inspect, edit, and export pixel art, sprites, animations, and spritesheets using headless Aseprite, and to convert arbitrary images into indexed pixel art.MIT
- 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
- AlicenseBqualityBmaintenanceEnables an AI agent to create and edit pixel art directly in Aseprite — building sprites, layers, frames, animation tags and palettes, painting pixels and primitives, inspecting the rendered result, and exporting GIFs or sprite sheets. All work lands on real .aseprite files that can be opened and edited by hand.43504 npm1MIT
TDQS
Scored across 116 tools
The set contains many near-duplicate pairs distinguished only by an `_at` suffix (draw_pixels vs draw_pixels_at, draw_line vs draw_line_at, draw_rectangle vs draw_rectangle_at, fill_area vs fill_area_at) plus overlapping variants like adjust_hsl vs adjust_hsl_native, outline_cel vs outline_native, add_frame vs add_frames, copy_cel vs copy_frame, propagate_cels vs propagate_frame_to_range, and tween/oscillate variants. The descriptions do clarify the active-canvas vs explicit layer/frame distinction, so an agent can disambiguate, but the boundaries are subtle and misselection is easy.
The overwhelming majority follow a consistent snake_case verb_noun pattern (set_palette, create_layer, delete_frame, draw_circle, export_frame). A few deviate (animation_workflow_guide is a noun phrase, animation_sanitize inverts order, some `_native`/`_at`/`_all` suffixes), but these remain readable and predictable overall.
116 tools far exceeds a workable surface for an agent and lands squarely in the extreme-mismatch range (50+). Many of these could be consolidated (e.g. the parallel `_at` variants, multiple tween/export/propagate functions), and the sheer size makes correct tool selection costly.
The surface covers the full pixel-art lifecycle: canvas/frame/layer/cel/tag management, drawing primitives, palette handling, filters, tilemaps, slices, text, exports, and animation validation/audit. The inclusion of run_lua_script as an escape hatch guarantees no operation is a true dead end.