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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
PIXELLAB_API_KEYYesYour PixelLab API key — get one at pixellab.ai/account

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{}
prompts
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
get_balanceA

Get your current PixelLab credit balance

get_job_statusA

Check the status of a background job and retrieve its results when complete. All creation tools return a job_id immediately — use this tool to poll for completion and get the generated images/data.

list_pending_jobsA

List background jobs that were started but haven't completed yet. Use this to recover jobs after a disconnection or timeout.

list_job_historyA

List recent job history (completed, failed, and pending). Jobs are pruned after 24 hours.

generate_imageA

Generate pixel art from a text description. PRIMARY generation tool — use this for standalone sprites, icons, and one-off images. 16-512px. Variants by size: ≤42px → 64, 43-85px → 16, 86-170px → 4, >170px → 1. For style-matched sets use generate_with_style. For game characters with directional views use create_character_4dir/8dir instead. For UI elements use generate_ui.

generate_with_styleA

Generate pixel art matching a specific visual style from 1-4 style reference images. Use this when you need consistent style across multiple assets. SQUARE images only, 16-512px. Auto-pads to nearest bucket (16/32/64/128/256/512). Variants: 16-32px → 64, 33-64px → 16, 65-128px → 4, 129-512px → 1.

generate_uiA

Generate pixel art UI elements for games — buttons, panels, health bars, inventory slots, icons, frames. Use this instead of generate_image when creating interface/HUD elements. Min 16x16, max 512x512.

create_image_pixfluxA

Generate pixel art using the legacy Pixflux engine. 32-400px. Prefer generate_image (v2) for most tasks — use Pixflux only when you need fine-grained control over outline/shading/detail style params, view/direction, or coverage_percentage.

create_image_bitforgeA

Generate pixel art using the legacy Bitforge engine. Max 200x200. Prefer generate_image (v2) for most tasks — use Bitforge only when you need inline skeleton keypoints, combined inpainting+generation, or style_image influence control in a single call.

create_image_pixenA

Generate pixel art using the Pixen engine. Width/height 16-768px each but max area 512x512, and both must be divisible by 4. Supports outline/detail style hints, view/direction, and optional prompt enhancement. A modern alternative to generate_image with finer outline/detail control.

create_image_pixflux_backgroundA

Generate a seamless/background image using the Pixflux engine. Same parameters as create_image_pixflux but tuned for backgrounds and environments rather than isolated sprites.

image_to_pixelartA

Convert a photograph or regular image into pixel art. Input 16-1280px, output 16-320px. Recommended: output = 1/4 of input size.

image_to_pixelart_proA

Convert a photograph or regular image into pixel art using the Pro engine. The model derives output size from the input — you only supply the source image and optional style instructions. Higher quality than image_to_pixelart but less manual size control.

resize_imageA

AI-powered resize of a pixel art image to a different resolution while preserving quality. Source and target 16-200px. Best in steps: max 50% shrink or 2x grow per operation.

remove_backgroundC

Remove the background from a pixel art image (max 400x400).

edit_animationA

Edit an existing animation sequence (2-16 frames) using a text description. 16-256px. Use this to modify animations you already have — to create new animations from scratch use animate_with_text_v2 or animate_character.

interpolate_framesA

Generate intermediate animation frames between a start and end keyframe. 16-128px. Use this to smooth out animations by adding in-between frames. For full animation creation from a single image use animate_with_text_v2.

transfer_outfitA

Transfer an outfit/costume from a reference image onto animation frames (2-16 frames, 32-256px). Use this to reskin an existing animation with a different character appearance.

animate_with_skeletonA

Create animation using skeleton keypoints for precise joint/pose control. Fixed sizes only: 16, 32, 64, 128, or 256px. Use this when you need exact body positioning per frame. For simpler text-described animation use animate_with_text_v2.

animate_with_textA

Legacy animation from text description + reference image. FIXED 64x64 only. Prefer animate_with_text_v2 (any size 32-256px) or animate_with_text_v3 (keyframe-based) for new work. Use animate_character if you already have a saved character ID.

animate_with_text_v2A

RECOMMENDED animation tool — animate a character image with a text-described action. Provide a reference image + action text. 32-256px. Frames by size: 32-64px → 16, 128-256px → 4. Use this when you have a character image but NOT a saved character ID. If you have a character ID, use animate_character instead.

animate_with_text_v3A

Keyframe-based animation — provide a first frame and optional last frame, get interpolated animation. Best for precise start/end control. 4-16 frames, max 256px. Pixel budget: W×H×frames ≤ 524,288. Use animate_with_text_v2 instead if you just want to describe an action.

estimate_skeletonB

Estimate skeleton keypoints from a character image.

generate_8_rotationsA

Generate 8 directional views from an existing image, style, or concept art. 32-168px. Does NOT create a persistent character — for that use create_character_8dir instead. Methods: rotate_character (from existing sprite), create_with_style (from description), create_from_concept (from concept art).

generate_8_rotations_v3A

Generate 8 directional rotations from a single source frame using the v3 model. Simpler than generate_8_rotations — just provide one image and the model produces all 8 views. Does NOT create a persistent character; use create_character_8dir for that.

rotateA

Rotate a single character sprite from one view/direction to another. Fixed sizes only: 16, 32, 64, or 128px. For generating all 8 directions at once use generate_8_rotations or create_character_8dir instead.

inpaint_v3A

Edit a specific region of a pixel art image using a mask. White mask = generate, black mask = preserve. Image 32-512px, optional context image up to 1024x1024. Preferred over legacy inpaint (which caps at 200px).

inpaintA

Legacy inpainting using the Bitforge engine. Max 200x200. Prefer inpaint_v3 (up to 512px, better quality). Only use this if you need Bitforge-specific params like style controls or oblique projection during inpainting.

edit_imagesA

Batch-edit 1-16 images consistently using text or a reference image. Use this for editing animation frames or sprite sets uniformly. Output 32-512px, input max 256px each. Max frames by output size: 32-64px → 16, 65-80px → 9, 81-128px → 4, 129-512px → 1. For single image edits use edit_image instead.

edit_imageA

Edit a single image globally using a text description (e.g. 'add a hat', 'change colors'). 16-400px. For editing a specific REGION use inpaint_v3 with a mask instead. For batch-editing multiple images at once use edit_images.

create_tilesetA

Create a TOP-DOWN tileset with base terrain, elevated terrain, and transitions (16x16 or 32x32 tiles). Outputs 16-23 seamless tiles. Use this for RPG/strategy maps. For platformer/sidescroller games use create_tileset_sidescroller. For isometric games use create_isometric_tile or create_tiles_pro.

get_tilesetB

Get a previously created tileset by ID.

list_tilesetsB

List your previously created tilesets with pagination.

delete_tilesetA

Delete a top-down tileset by ID. For sidescroller tilesets use delete_tileset_sidescroller.

create_tileset_sidescrollerA

Create a SIDESCROLLER/PLATFORMER tileset with terrain and transitions (16x16 or 32x32 tiles). Side-view perspective only. Use this for platformer games. For top-down RPG maps use create_tileset instead.

get_tileset_sidescrollerA

Get a previously created sidescroller tileset by ID. For top-down tilesets use get_tileset.

list_tilesets_sidescrollerA

List your sidescroller tilesets with pagination. For top-down tilesets use list_tilesets.

delete_tileset_sidescrollerA

Delete a sidescroller tileset by ID. For top-down tilesets use delete_tileset.

create_isometric_tileA

Create an isometric tile. Size 16x16 to 64x64 (best quality >24px). For other tile types (hex, octagon, square_topdown) use create_tiles_pro instead.

get_isometric_tileA

Get a previously created isometric tile by ID.

list_isometric_tilesB

List your previously created isometric tiles with pagination.

delete_isometric_tileB

Delete an isometric tile by ID.

create_tiles_proA

Create professional tiles. Types: hex, hex_pointy, isometric, octagon, square_topdown. Size 16-128px (32px recommended).

get_tiles_proB

Get previously created pro tiles by ID.

list_tiles_proB

List your previously created pro tiles with pagination.

delete_tiles_proB

Delete a pro tile by ID.

create_map_objectA

Generate a single-view map object (tree, rock, chest, etc.) with transparent background. Use this for environment/prop assets that don't need multiple directions. For objects with 4 directional views use create_object_4dir. For characters use create_character_4dir/8dir.

get_map_objectA

Get a map object's status and metadata by ID (from create_map_object).

create_character_4dirA

Create a PERSISTENT game character with 4 directional views (N/S/E/W). 32-168px. Returns a character_id that can be reused with animate_character for animations. Use this for game characters that need multiple directions and animations. For 8 directions use create_character_8dir. For one-off sprites without persistence use generate_image.

create_character_8dirA

Create a PERSISTENT game character with 8 directional views (N/NE/E/SE/S/SW/W/NW). 32-168px. Returns a character_id for use with animate_character. Use this for top-down or isometric games needing diagonal directions. For 4-direction games use create_character_4dir.

animate_characterB

Animate a SAVED character by ID using a preset animation template (walk, run, attack, etc). Requires a character_id from create_character_4dir/8dir. Uses the character's existing size. If you only have an image (not a saved character), use animate_with_text_v2 instead.

create_character_v3A

Create a character using the v3 model. Two modes: provide a south-facing reference_image to rotate that exact character, or omit it to generate from scratch via description. Output 32-256px (advisory in reference mode). Returns a character_id. The newest character generator — prefer over create_character_4dir/8dir for best quality.

create_character_proB

Create a character or object using the Pro engine. Output 32-168px. Methods: create_with_style (text-driven, optional style reference_image), create_from_concept (from a concept_image up to 1024x1024), rotate_character. Returns a character_id.

create_character_stateA

Create a new state/variant of an existing character by editing it with a text description (e.g. 'wearing armor', 'damaged'). Requires a source character_id. Optionally snap the edit to the source character's color palette for visual consistency.

create_character_animationA

Animate a SAVED character by ID with flexible modes. mode='template' uses a skeleton-based template_animation_id; mode='v3' interpolates frames from a custom action_description (4-16 frames); mode='pro' is the pro animator. More flexible than animate_character, which is template-only. Requires a character_id.

list_charactersA

List your created characters with pagination.

get_characterA

Get a character by ID including all directional views and animations.

delete_characterC

Delete a character by ID.

download_character_zipA

Download a character as a ZIP file with all sprites and metadata. Saves it to the pixellab-forge-output directory and returns the file path.

update_character_tagsA

Update tags on a character (max 20 tags, 50 chars each).

delete_character_animationsA

Delete animations from a character. Omit all optional filters to delete every animation; pass animation_type and/or animation_group_id (both shown by get_character) to narrow it, and direction to remove a single direction only.

create_object_1dirA

Create a persistent single-direction object. Square size 32-256px (default 64). view 'top-down' or 'sidescroller'. Optionally pass style_images for visual reference. Larger sizes may yield multiple objects (use item_descriptions to label each). For an object rotatable to 8 directions use create_object_8dir. For single-view non-persistent props use create_map_object.

create_object_8dirA

Create a persistent object with 8 directional views. Square size 32-256px (default 64). view 'low top-down', 'high top-down', or 'side'. Provide reference_image to rotate that exact object, OR style_image to generate a new object in that style (mutually exclusive). For a single-direction object use create_object_1dir.

animate_objectA

Animate a SAVED object by ID. mode='v3' (default, higher quality, supports custom_start_frame/end_frame interpolation) or 'pro'. Do NOT pass directions for 1-direction objects; for 8-direction objects pass the directions to animate. Requires an object_id from create_object_1dir/8dir.

create_object_stateB

Create a new state/variant of an existing object by editing it with a text description (e.g. 'open chest', 'broken'). Requires a source object_id.

select_object_framesB

From an object that generated multiple candidate frames, keep specific frames (by 0-based index) as completed individual objects. Optionally tag all newly-created objects.

dismiss_object_reviewB

Dismiss the review state on an object, accepting it as-is without selecting specific frames. Takes no body beyond the object_id.

list_objectsC

List your created objects with pagination.

get_objectC

Get an object by ID.

delete_objectC

Delete an object by ID.

update_object_tagsC

Update tags on an object.

delete_object_animationsA

Delete animations from an object. Omit all optional filters to delete every animation; pass animation_type and/or animation_group_id (both shown by get_object) to narrow it, and direction to remove a single direction only.

create_ui_assetA

Generate a shape-based pixel-art UI panel (Pro) from a text description — a persistent, saved UI asset (distinct from generate_ui, which is a one-shot generator). Returns a job_id and a ui_asset_id immediately; poll get_job_status or get_ui_asset until ready. Optionally scaffold the panel from named UI elements or a custom shape template.

list_ui_assetsA

List your saved UI panels (newest first), with pagination. Includes ghost rows for panels still generating.

get_ui_assetB

Get a UI panel's details by ID. Reports progress while the panel is still generating.

delete_ui_assetA

Permanently delete a UI panel and its backing image files.

generate_font_proA

Generate a styled pixel-art font (Pro) from a text description. Produces a glyph atlas plus a ready-to-use TrueType (.ttf) font. Returns a job_id immediately — poll get_job_status for the result.

get_font_pro_jobA

Get the status and result of a generate_font_pro job by its job_id. Use this rather than get_job_status for font-pro jobs — they are served from a dedicated endpoint.

portrait_character_proA

Convert between a bust portrait and a full-body character sprite (Pro). direction='portrait_to_character' takes a portrait in and returns a full-body sprite; 'character_to_portrait' does the reverse. Returns a job_id immediately — poll get_job_status for the result.

get_portrait_character_pro_jobA

Get the status and result of a portrait_character_pro job by its job_id. Use this rather than get_job_status for portrait↔character jobs — they are served from a dedicated endpoint.

enhance_character_promptA

Expand a short character description into a richer, more detailed prompt for create_character_v3. Returns enhanced text — does not generate an image. Use this to preview/refine a prompt before generating.

enhance_animation_promptA

Expand a short action description into a richer motion prompt for animate_with_text_v3. Provide the first frame (and optional last frame for interpolation). Returns enhanced text — does not generate frames.

enhance_pixen_promptA

Expand a short image description into a richer prompt for create_image_pixen. Returns enhanced text — does not generate an image.

read_imageA

Read a previously saved image from disk and return it as a Base64Image object that can be passed directly to other tools (e.g. edit_image, remove_background, image_to_pixelart). Use the file paths shown in earlier tool responses.

Prompts

Interactive templates invoked by user choice

NameDescription
pf:helpOverview of PixelLab Forge tools and how to use them
pf:characterCreate a pixel art character with directional views and optional animation
pf:tilesetCreate a tileset for a top-down or platformer game
pf:tilesCreate hex, isometric, or octagon tiles for strategy or isometric games
pf:spriteGenerate a pixel art sprite from a description
pf:uiGenerate pixel art UI elements for a game
pf:animateAnimate an existing sprite or character image
pf:styleGenerate new art matching the style of existing sprites
pf:editEdit or modify an existing pixel art image

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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