Pixel Art AI
Drives a user-installed Aseprite instance headlessly through audited Lua scripting, providing 19 MCP tools for deterministic pixel art creation: canvas creation/resizing/cropping, batch pixel and shape drawing, multi-layer and frame/tag management (shadow, body, weapon/core, fx layers with timing and animation loop tags), palette handling, and exporting spritesheets and animated GIFs from .aseprite documents.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Pixel Art AICreate a 32x32 knight sprite with idle and attack animations in PICO-8 style."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
π¨ Pixel Art AI
A vendor-neutral, cross-agent Pixel Art AI system powered by Aseprite and the Model Context Protocol (MCP).
Equips AI agents (Claude Code, Codex, Google Antigravity, Cursor) with deterministic drawing tools, multimodal visual feedback, objective pixel analyzers, and multi-layer game animation pipelines.
π ηΉι«δΈζθͺͺζζδ»Ά (Traditional Chinese Document)
π Hero Showcase: Real-Time Combat Encounter
Related MCP server: Aseprite MCP Tools
β¨ Key Features
ποΈ Native Aseprite Engine: Headless, deterministic execution via audited Lua scripting for canvas, layers, frames, and timeline tags.
π‘οΈ Multi-Layer Separation: Native 4-layer architecture (
shadow,body,weapon/core,fx) directly compatible with Godot and Unity.π€ Cross-Agent MCP 2.0+: One-click configuration for Claude Code, Codex, Antigravity, and Cursor via stdio or streamable HTTP.
π Multimodal Visual Feedback: Nearest-neighbor scaled previews (
preview_generate) and pixel-exact diff heatmaps (preview_diff).π¨ Declarative Style Engine: Automated validation (
style_validate) against strict YAML palette and clustering rules (Game Boy, PICO-8, SNES).
π Quick Start (5 Minutes)
Prerequisites
Python:
>= 3.11Aseprite:
>= 1.3.0(Installed via Steam or official installer)
Installation
# Recommended via uv
uv tool install pixel-art-ai
# Or via standard pip
pip install pixel-art-aiSystem Check & Agent Setup
# 1. Verify Aseprite installation and workspace paths
pixel-art-ai doctor
# 2. Automatically configure your AI coding agent
pixel-art-ai setup --agent claude-code
pixel-art-ai setup --agent antigravity
# 3. Start the MCP server (stdio transport)
pixel-art-ai serveβοΈ Game Action Matrix & Spritesheets
pixel-art-ai generates complete multi-layer game action sequences tagged directly inside .aseprite documents:
Entity | Complete Action GIF | Packed Spritesheet Strip | Aseprite Source Document |
Hero Knight |
| ||
Acid Slime |
|
Action Choreography Breakdown
Action Tag | Knight Frames | Slime Frames | Key Animation Notes |
| 2 frames (350ms) | 4 frames (180ms) | Knight breathing bob & plume sway; Slime squishy dome breathing. |
| 4 frames (140ms) | 4 frames (130ms) | Knight 4-beat contact stride; Slime inchworm hop & stretch. |
| 4 frames (90ms) | 4 frames (100ms) | Knight sword slash with cyan FX arc; Slime coil & acid spike thrust. |
| 3 frames (110ms) | 3 frames (110ms) | Knight backward slide with dust trail; Slime flat puddle melt & retreat. |
| 2 frames (160ms) | 2 frames (150ms) | Knight impact recoil & sparks; Slime dented shockwave & core shake. |
| 4 frames (180ms) | 4 frames (160ms) | Knight collapse & sword drop; Slime burst β puddle β dissolve. |
| 5 frames (120ms) | 5 frames (130ms) | Knight Holy Cleave: Leaping slam with radiant ground wave.Slime Acid Nova: 4-way acid explosion from white-hot core. |
π‘οΈ Case 1: Hero Knight Evolution
V1 Prototype (1 Frame) | V2 Refined (2-Frame Idle GIF) | Pixel Diff Heatmap |
Prompt 1 (V1):
"Create a 32x32 retro pixel art knight with iron armor, blue tabard, a sword, and helmet facing front."Critique: Single-tone shading, lack of specular metal glints, blocky silhouette, zero motion.
Prompt 2 (V2):
"Refine the knight character to 16-bit quality: add a 4-step metallic shading ramp with bright specular glints, golden pauldrons and helmet crest, a flowing red plume, high-contrast dark outline, leather belt with buckle, and a 2-frame idle breathing/bobbing animation."
π§ͺ Case 2: Acid Slime Evolution
V1 Prototype (1 Frame) | V2 Refined (4-Frame Idle GIF) | Pixel Diff Heatmap |
Prompt 1 (V1):
"Create a 32x32 retro pixel art green slime monster with cute round eyes, a rounded dome shape, and a dark shadow on the floor."Critique: Solid opaque rubber look, no inner core, missing translucent liquid reflections.
Prompt 2 (V2):
"Upgrade the green slime into a vibrant animated translucent acid slime: add a floating glowing magical core, dynamic specular liquid highlights on top, darker ambient occlusion base, floating bubbles, and a 4-frame squash-and-stretch idle bounce animation."
π οΈ MCP Tools Overview (19 Tools)
The pixel-art-ai MCP server exposes exactly 19 tools organized into 5 functional groups:
Group | Key Tools | Capabilities |
Canvas & Lifecycle |
| Document creation, atomic disk writes, canvas dimension and anchoring adjustments. |
Drawing & Geometry |
| Atomic batch painting of indexed/RGBA coordinates, lines, rectangles, and circles. |
Timeline & Layers |
| Multi-layer hierarchy ( |
Export & Vision |
| Spritesheet packing, animated GIF export, nearest-neighbor base64 visual feedback, and pixel diff heatmaps. |
Analysis & Validation |
| Static palette/luminance inspection, declarative YAML compliance checking, and autonomous repair orchestration. |
ποΈ 5-Layer System Architecture
graph TD
User([Game Developer / User Prompt]) --> Agents[AI Coding Agents
Claude Code / Codex / Antigravity / Cursor]
subgraph Layer5 ["Layer 5: Workflow Orchestration"]
Orchestrator[Reference Planner & State Machine]
RepairPlanner[Declarative Repair Engine]
end
subgraph Layer4 ["Layer 4: Agent Adapters"]
ClaudeAdapter[Claude Code]
AntigravityAdapter[Google Antigravity]
CursorAdapter[Cursor IDE]
end
subgraph Layer3 ["Layer 3: Style Compliance"]
StyleDoc[YAML Specifications]
StyleValidator[Rule Compliance Engine]
end
subgraph Layer2 ["Layer 2: Analyzers & Vision"]
StaticAnalyzers[Palette / Edge / Luminance]
VisualFeedback[ImageContent Preview & Diff]
end
subgraph Layer1 ["Layer 1: Aseprite MCP Server"]
MCPServer[19 MCP Tools - Stdio / HTTP]
LuaRunner[Sandboxed Lua Execution Engine]
end
HostApp[(Host Aseprite >= 1.3.0)]
Agents --> Layer4
Layer4 --> Layer5
Layer5 --> Layer3
Layer3 --> Layer2
Layer2 --> Layer1
Layer1 --> HostAppπ Security & Sandbox Policy
Path Confinement: All read/write operations strictly sandboxed to the project workspace root.
Symlink Traversal Prevention: Symlink targets resolving outside the workspace are blocked.
Audited Lua Only: Arbitrary script injection is disallowed; only pre-audited template routines execute.
Zero External Calls: Fully offline-capable backend with zero telemetry and zero external LLM API dependencies.
π License & Legal Notice
Distributed under the MIT License.
Aseprite Notice:
pixel-art-aidoes not bundle, redistribute, or modify Aseprite. It communicates with a user-installed Aseprite instance through documented CLI and Lua scripting interfaces. Aseprite remains the property of its respective copyright holders.
This server cannot be deployed
Maintenance
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