Aseprite MCP Server
# 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
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.