Skip to main content
Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
aseprite_get_infoA

Get Aseprite executable path, version, and test CLI/Lua scripting capability.

aseprite_create_spriteC

Create a new sprite file (.aseprite or .png) with custom dimensions, color mode, layers, frames, and palette.

aseprite_draw_pixelsB

Draw pixels or a 2D character matrix onto a specific layer and frame of an existing sprite.

aseprite_create_animationC

Add animation frames, configure frame durations (ms), and set animation tags (e.g. 'idle', 'walk', 'jump').

aseprite_apply_paletteC

Apply a color palette preset (e.g. 'pico-8', 'endesga-32', 'gameboy') or custom hex colors to a sprite.

aseprite_export_spritesheetC

Export a sprite or animation into a packed spritesheet texture (.png) and metadata (.json) for game engines.

aseprite_inspect_spriteB

Inspect an existing sprite file (.aseprite or image) to read dimensions, layers, frames, animation tags, and palette.

aseprite_convertC

Convert a sprite file to another format (.png, .gif, .aseprite) with optional pixel-perfect integer scaling (e.g. 2x, 4x, 8x).

aseprite_run_luaB

Execute arbitrary Lua script inside Aseprite headless environment for advanced custom workflows.

aseprite_run_pipelineB

Run the 3-stage Multi-Agent Asset Pipeline (Vision & Style Analyzer -> Game Asset Architect -> Scripting Engineer). Outputs all files grouped in a dedicated folder in /output//.

aseprite_analyze_styleC

Extract palette (HEX), shading style, outline rules, and grid specs from a reference image or text prompt.

aseprite_open_in_guiC

Directly open an .aseprite file on your screen inside the Aseprite GUI window.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.4/5.0

Scored across 12 tools

Disambiguation4/5

Most tools have clearly distinct resource+action targets, but aseprite_run_lua and aseprite_run_pipeline both execute workflows and could be confused, and aseprite_analyze_style partially overlaps palette/inspection concerns of aseprite_apply_palette and aseprite_inspect_sprite.

Naming Consistency5/5

Every tool uses the aseprite_ prefix with a consistent verb_noun pattern (create_sprite, draw_pixels, apply_palette, export_spritesheet, inspect_sprite, run_lua), making the set highly predictable.

Tool Count5/5

12 tools is a well-scoped size for a sprite-editing server, covering distinct phases (info, create, draw, animate, palette, export, inspect) without obvious redundancy.

Completeness4/5

Core pixel-art lifecycle is covered from creation through drawing, animation, palette, export, and inspection, but there are gaps in editing existing sprites (e.g. add/remove layers or frames, delete/resize operations) that could create dead ends for iterative workflows.