aseprite-mcp
diivi · diivi/aseprite-mcp
An MCP server that gives AI agents full control over Aseprite to create, edit, and animate pixel art.
MCP server for interacting with the Aseprite API
Preview
What you can do with it
- Generate a 32x32 pixel art character from a text description
- Create a 4-frame sword slash animation sequence automatically
- Apply retro palette presets and shading ramps to existing sprites
Safety check
No risky patterns found in the files we scanned.
Automated scan of the repo files. Always review code you run.
From the README
Aseprite MCP Tools
A Python MCP server that gives AI assistants full control over Aseprite for creating pixel art and animated sprites.
104 tools across 17 categories — canvas, drawing, layers, animation, palettes, effects, slices, tilemaps, exports, visual-feedback/analysis tools, and a raw Lua escape hatch. The tool set is designed so an LLM has everything it needs to produce good pixel art, not just primitives: shading ramps with hue shifting, ordered dithering, outlines, retro palette presets with quantization, onion-skin renders, and frame diffing for animation work.
Example: a swordsman, drawn and animated by Claude
<b>Task 1</b> — <em>"Draw me a pixel art of a swordsman."</em>32×32 still, exported at 10×.
<b>Task 2</b> — <em>"…a sword slash attack sequence, from windup to follow-through."</em>4-frame animation, exported with <code>export_tag</code>.
The same slash as a spritesheet (<code>export_spritesheet</code>): windup → extension → swing → follow-through.
Both were created end-to-end by Claude Fable 5 through this server's MCP tools — drawing, checking its own work with scaled export_frame previews and render_onion_skin, then exporting. The tasks recreate the benchmark from Draw Me a Swordsman by Lj Miranda, whose findings inspired this server's expanded toolset.
Tool Categories
| Category | Tools | Description |
|---|---|---|
| Canvas | 6 | Create sprites, manage layers/frames, set the active state |
| Drawing | 14 | Pixels, lines, rectangles, circles, ellipses, polygons, paths, fills, gradients |
| Text | 3 | Draw and measure text with bitmap sprite-sheet or TrueType fonts |
| Layers | 7 | Delete, rename, duplicate, reorder, blend modes, merge, flatten |
| Selection & Regions | 4 | Move, copy, and erase rectangular regions or colors |
| Effects | 5 | Outlines, color replacement, HSL adjustment, ordered dithering |
| Animation | 24 | Frames, cels, tags, tweening with easing, propagation |
| Palette | 8 | Get/set palettes, retro presets, color ramps, quantization, color modes |
| Transform | 4 | Flip, rotate, resize, crop |
| Slices | 5 | Named regions, 9-patch centers, pivot points |
| Tilemap | 5 | Tilemap layers, tileset editing, tile placement |
| Export & Import | 7 | PNG, GIF, sprite sheets, per-layer/per-tag export, image import |
| Inspection | 3 | Read pixels and sprite metadata |
| Analysis & Visual Feedback | 3 | Onion-skin renders, frame diffing, color statistics |
| Quality | 4 | Validate and sanitize animation consistency |
| Scene | 1 | Copy layers between sprite files |
| Preview & Guide | 3 | Local HTTP preview server, workflow guide |
| Scripting | 1 | Raw Lua escape hatch for anything not covered above |
Canvas
| Tool | Description |
|---|---|
create_canvas | Create a new sprite with the given dimensions |
add_layer | Add a new layer, optionally inside a named group |
add_group | Add a new (optionally nested) group layer |
add_frame | Append a new frame |
set_frame | Set the active frame |
set_frame_duration | Set one frame's duration in ms |
set_layer | Set the active layer (optionally creating it) |
Drawing
All _at variants target a specific layer/frame and can create the cel on demand. Coordinates are sprite-global.
| Tool | Description |
|---|---|
draw_pixels | Plot individual pixels with per-pixel colors |
draw_pixels_at | Plot pixels on a specific layer/frame |
draw_line / draw_line_at | Lines with thickness |
draw_rectangle / draw_rectangle_at | Outlined or filled rectangles |
draw_circle / draw_circle_at | Outlined or filled circles |
draw_ellipse_at | Outlined or filled ellipses with separate x/y radii |
draw_polygon | Outlined or filled polygons from a point list |
draw_path | Polyline through a point list with thickness |
fill_area / fill_area_at | Paint-bucket flood fill |
apply_gradient_rect | Smooth linear gradient fill in a rectangle |
Text
Aseprite's Lua API has no text drawing, so glyphs are rasterised on the server and composited into the sprite. Two font backends are supported: bitmap sprite-sheet fonts (the right choice for pixel art — glyphs are already pixels and size scales them by whole numbers) and TrueType .ttf/.otf files, rendered without antialiasing unless you ask for it.
Fonts are discovered in ~/.aseprite-mcp/fonts: a bitmap font is a directory containing font.json plus its sheet PNGs; a TrueType font is just the font file. Installed system fonts are listed too. font also accepts a direct path.
| Tool | Description |
|---|---|
list_text_fonts | List the bitmap and TrueType fonts available to draw_text |
measure_text | Width, height, advance and baseline extents — size a panel or centre a label without redrawing to find out |
draw_text | Draw text with anchors, faux bold, outline, drop shadow and letter spacing |
Call measure_text first when the layout depends on the text: it returns the same metrics draw_text will use, so a label can be centred or a plate sized in one pass.
measure_text(text="MODERATOR", font="minecraft", size=2, bold=1)
-> width=115 height=15 advance_width=117 above_baseline=14 below_baseline=1 left_bearing=0
draw_text(filename="badge.aseprite", text="MODERATOR", x=64, y=17,
font="minecraft", size=2, anchor="baseline", bold=1,
color="#FFFFFF", shadow_color="#14237A")
Anchors are topleft/top/topright, left/center/right, bottomleft/`bottom