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# Aseprite MCP Server & Multi-Agent Asset Pipeline

Model Context Protocol (MCP) server & automated **Multi-Agent Asset Pipeline** for automating **Aseprite** to create, edit, animate, and export game assets.

---

## Multi-Agent Architecture (Asset Pipeline)

```
[Gambar Referensi / Prompt Anda]
             │
             ▼
 ┌───────────────────────┐
 │ 1. Vision & Style     │ ──> Ekstrak Palette (HEX), Style Shading, 
 │    Analyzer Agent     │     Ketebalan Outline, & Grid Resolution
 └───────────────────────┘
             │ (Style Specification Spec: style_spec.json)
             ▼
 ┌───────────────────────┐
 │ 2. Game Asset         │ ──> Menerjemahkan Ide Objek ke Bentuk Geometri /
 │    Architect Agent    │     Silhouette Piksel & Keyframe Animasi
 └───────────────────────┘
             │ (Asset Blueprint Spec: blueprint_spec.json)
             ▼
 ┌───────────────────────┐
 │ 3. Aseprite Scripting │ ──> Menyusun Kode Lua (Layering, Mirroring,
 │    Engineer (MCP)     │     Canvas, Color Indexing, Cel Transforms)
 └───────────────────────┘
             │ (Output: build.lua)
             ▼
  [Aseprite CLI / Socket] ──> Langsung Terbuka di Canvas Aseprite Anda!
```

---

## Folder Structure

- **`references/`**: Taruh gambar referensi Anda di sini (`.png`, `.jpg`, `.jpeg`).
- **`output/<folder-baru>/`**: Setiap pembuatan aset dikelompokkan ke dalam subfolder tersendiri:
  - `style_spec.json` (Spesifikasi gaya dari Agent 1)
  - `blueprint_spec.json` (Spesifikasi struktur & animasi dari Agent 2)
  - `build.lua` (Script Lua dari Agent 3)
  - `<asset>.aseprite` (Master file Aseprite lengkap dengan layer & tags)
  - `<asset>_sheet.png` (Atlas spritesheet)
  - `<asset>_sheet.json` (Metadata JSON atlas untuk Godot / Unity)
  - `<asset>_<tag>.gif` (Animasi per aksi)
  - `<asset>_preview.png` (Preview still frame resolusi tinggi)

---

## Quickstart

```bash
# Install dependencies
bun install
# atau
npm install

# Build TypeScript
bun run build
# atau
npm run build
```

---

## Complete Indonesian Guide

Panduan lengkap dalam Bahasa Indonesia:
👉 **[PANDUAN_INTEGRASI.md](PANDUAN_INTEGRASI.md)**

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.