pixelbolt
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 | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| pixel_helpA | Start here before drawing pixel art, sprites, tiles, icons, effects or animations. Returns a short quick start: the recipe format, the operations, the tools and the workflow. Pass a topic only when you need more: guide (the full authoring reference and every tool option), workflow (art workflow: poses, scenes, particles, fluids, lighting), schema (the recipe JSON Schema), example (a complete recipe), or poses, scenes, autotile, fx, fluid, wave or normals for those source formats' schemas. |
| pixel_validateA | Check a pixel art recipe for mistakes before inspecting or exporting it. Returns its revision id, size, frame timing, animations and clipping, without images or files. |
| pixel_inspectA | Look at pixel art, a sprite or an animation frame by frame to check how it looks, without exporting. Returns a PNG contact sheet of every frame (or the chosen frames, or one animation in playback order) with each cell's name and duration. grid: true adds palette-key text grids for exact pixels, region zooms in, and view picks a tile, onion or motion review. Use this while iterating; call pixel_render to export. |
| pixel_patchA | Fix or tweak pixel art (one pixel, a colour, a frame or its timing) without redrawing it. Pass revision or project plus changes applied in order, such as {"set": "frames[blink].duration", "value": 120} or {"paint": "frames[blink]", "value": [{"x": 9, "y": 7, "color": "k"}]}; other paths look like palette.k or frames[blink].layers[body].ops[2].x2. The patch is atomic and must validate. Returns the new revision, every frame whose pixels changed and a before/after PNG. |
| pixel_renderA | Export pixel art as game-ready files: sprite sheet, sprites, animations, GIFs or frames for a video. Writes a PNG sheet, atlas JSON, Godot 4 SpriteFrames (and a TileSet for an autotile set), frame PNGs, APNGs, CSS and a Canvas player to a new folder in the export directory, and returns the key files, a check of what was delivered and a contact sheet. Pass expect with what the user asked for, then fix every problem the check lists before handing the files on. Pass saveAs to also write files where the user asked. |
| pixel_compileB | Build a character animation from parts (with idle, walk, run, jump, attack and hurt templates, squash and tweens), a terrain tileset, particle effects (sparks, embers, dust, a sprite dissolving or teleporting away pixel by pixel) and spell shapes (slashes, shockwave rings, beams, lightning, magic circles, impact stars, fireballs, cel water streams and drops, auras hugging a sprite, smears trailing a sword tip), simulated smoke, fire, explosions, steam, magic swirls, water (splashes, waterfalls, drips, bubbling potions) and thick liquids (honey, slime, mud), coherent interference and portal loops, or a lighting normal map. Compiles the source into an ordinary recipe revision and returns a contact sheet; metadata: true adds pose joints, contacts and timing, the autotile mask table, particle counts, fluid figures, wave counts or normal directions. |
| pixel_sceneA | Compose a pixel art scene or room from sprites, tilemaps and lighting. Renders a pixelforge-scene manifest (placements, autotiled tilemaps, cues, motion, ground sorting, camera and parallax, haze, lights and shadows; pixel_help topic scenes) at a time in milliseconds and returns the image, placements, lights and warnings. Assets may be inline recipes, files under the server root or {"revision": id}. view: depth shows who covers whom; export: true writes a replayable scene bundle. |
| pixel_importA | Turn existing pixel art or a sprite sheet PNG into an editable recipe. Import a native-resolution 8-bit RGB/RGBA PNG (optionally sliced by an unscaled atlas) as an editable recipe without changing any pixel. Pass data (base64 PNG) or path (inside the server root). Saves the recipe as a revision. |
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 8 tools
Each tool has a fairly distinct role: help, import, patch, compile, scene, inspect, render, validate. The closest overlaps are render vs. inspect (both return images, but inspect is explicitly non-exporting and render writes files) and compile vs. scene (both compose imagery, but one is animation/effects and the other is room/tilemap composition). Descriptions resolve these, though an agent could occasionally hesitate between compile and scene.
All tools use a consistent pixel_ prefix followed by a single clear verb (help, import, patch, render, compile, inspect, scene, validate). The convention is predictable throughout with no style mixing.
Eight tools is well within the ideal 3-15 range and each corresponds to a distinct stage of the pixel-art lifecycle (onboard, import, edit, generate, compose, preview, validate, export). No tool feels redundant or gratuitous.
The lifecycle is well covered: help, import, patch, compile, scene, inspect, validate, and render form a coherent pipeline. Minor gaps exist—no explicit tool to create a blank document from scratch (help/recipe format implies it) and no listing/delete of projects or revisions—but these are workable.