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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
searchA

Search the sprite library by keyword, category, or get a random sprite. Returns a text listing of matching sprites.

getA

Get a sprite as a PNG image by its ID. Returns a scaled pixel art PNG.

characterA

Generate a procedural pixel character sprite. Same seed always produces the same character. 648 unique combinations.

convertA

Convert an image (URL or base64) to pixel art by quantizing to a palette. Returns both the PNG and sprite data.

createA

Create a new blank canvas for drawing. Returns canvas ID and hex grid for inspection.

pixelA

Set individual pixels on a canvas. Batch up to 512 pixels per call.

lineA

Draw a line between two points on a canvas using Bresenham's algorithm.

rectB

Draw a rectangle on a canvas (outline or filled).

fillA

Flood fill from a point on a canvas. Returns the updated grid so you can verify the result.

mirrorA

Mirror a canvas horizontally (left half copied to right half). Returns the updated grid.

inspectA

Read the current pixel state of a canvas as a hex character grid. For canvases >32px, provide x,y,w,h to inspect a region.

undoA

Revert the last drawing operation on a canvas. Single-step undo.

exportA

Export a canvas as a scaled PNG image.

composeB

Compose multiple sprites into a single scene. Place sprites at specific x,y positions on a canvas.

tilemapB

Build a tilemap from a 2D grid of tile IDs. Each cell becomes a 16x16 tile.

spritesheetA

Stitch multiple canvases into a single PNG spritesheet. Supports horizontal, vertical, or grid layout.

animateB

Animate a sprite or character with pixel motion. Returns multiple PNG frames or a spritesheet.

sequenceB

Animate actors across a scene. Each actor has a pose cycle and a path of positions. Returns one PNG per frame.

animate_sceneA

Create a full animated scene in one call. Generate characters, place them on a background, and animate them along paths. Returns multiple PNG frames.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A3.5/5.0

Scored across 19 tools

Disambiguation3/5

Most tools are distinct, but the three animation tools (animate, sequence, animate_scene) have overlapping purposes, making it unclear which to choose for scene-level animation. Other tool boundaries are clear.

Naming Consistency4/5

All tool names are single lowercase words, providing a consistent style. However, some names like 'get' and 'create' are generic and less self-explanatory, but the overall pattern is uniform.

Tool Count3/5

With 19 tools, the surface is somewhat heavy, but each tool addresses a specific aspect of pixel art creation, composition, and animation. The count is near the upper bound of acceptable for the range of features.

Completeness4/5

The server covers drawing, editing, library access, composition, export, and animation, providing a comprehensive workflow. Missing features like canvas deletion or rotation are minor and do not block core usage.

Maintenance

ActivityInactive
ResponsivenessNo issues