Aseprite MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
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
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 12 tools
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.
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.
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.
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.