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aseprite-ai-artist

by with-pebbly

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    • A
      license
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      B
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      Enables an AI agent to create and edit pixel art directly in Aseprite — building sprites, layers, frames, animation tags and palettes, painting pixels and primitives, inspecting the rendered result, and exporting GIFs or sprite sheets. All work lands on real .aseprite files that can be opened and edited by hand.
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    • A
      license
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      quality
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      Enables AI clients to create and revise editable pixel art in a running Aseprite editor, with live tools for sprites, layers, drawing, animation, palettes, selections, previews, saving, and exporting.
      120 npm
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    • A
      license
      A
      quality
      A
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      Enables AI assistants to draw live in Aseprite, creating and editing sprites, using drawing tools, managing layers and frames, and viewing results as images.
      23
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      10
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    • A
      license
      Not graded
      quality
      B
      maintenance
      Enables an AI agent to draw pixel art live in Aseprite by running one JavaScript program per step, with each program committing as a single undo step. It exposes a single execute tool for creating sprites, drawing, animating, and exporting sheets and GIFs.
      120 npm
      -
    • A
      license
      B
      quality
      C
      maintenance
      Enables AI assistants to create and edit pixel art and animated sprites in Aseprite through 104 tools covering drawing, layers, animation, palettes, tilemaps, exports, visual analysis, and raw Lua scripting.
      116
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    TDQS

    A4/5.0

    Scored across 18 tools

    Disambiguation4/5

    Most tools map cleanly to a distinct resource or action (draw, transform, recolor, layer, frame, cel, tag). A few boundaries blur slightly — look vs read_pixels (visual read vs structured pixel read) and draw vs transform vs recolor could be confused by an agent without reading the descriptions — but the descriptions themselves draw sharp lines (e.g. transform explicitly notes there is no selection-scoped transform).

    Naming Consistency3/5

    There's a loose pattern (bare verbs for direct actions like draw/look/select/export, nouns for op-bundled resource managers like palette/layer/frame/cel/tileset), but it's not consistent — 'sprite_info', 'sprite_manage' and 'read_pixels' use snake_case while everything else is single-word, and 'preflight'/'validate' are neither verb_noun nor noun. Readable, but conventions are mixed.

    Tool Count4/5

    18 tools for a full Aseprite editing surface (drawing, palette, layers, frames, tags, cels, selection, transform, export, tilesets, validation) is heavy but each tool earns its place via the op-bundling pattern that keeps related operations under one name. Slightly above the ideal 3-15 range.

    Completeness5/5

    Covers the full lifecycle: connection check (preflight), read state (sprite_info, look, read_pixels), palette, drawing, selection, transform, layer/cel/frame/tag management, recolor, validation, reference importing and export/tilesets. There is no obvious dead end for pixel-art creation and game-ready output.

    Maintenance

    ActivityMaintained
    ResponsivenessResponsive