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aseprite-claude-connector

A fork of aseprite-live-mcp by Kyle Ocheltree / OakTree Games.

CI license python MCP tools

Let Claude draw in your live Aseprite editor, see what it drew, and put the art straight into your Godot or Unity project. Every edit is one named undo.

An open-source Model Context Protocol server for Aseprite. It drives your running editor (all open documents, unsaved tabs, in-editor dialogs, even asking you to click a point on the canvas) and runs headless (aseprite --batch) against files on disk. One-action export to Godot or Unity, animation helpers like in-betweening and walk cycles, safety rails with one-undo batches, a project-convention art-QA sweep, isometric primitives, and tilemaps.

This fork adds:

  • Claude's eyes. look, look_animation, and drawing previews return pictures, so Claude checks the canvas instead of trusting a tool result.
  • Simple setup. One command registers the server and installs the extension.
  • Export to Game. A button in Aseprite, and export_to_game, that write into your project's sprites folder.
  • Safer edits. set_safety_rails, dry runs, edit_batch, and edit_in_selection.
  • Animation and cleanup. inbetween, walk_cycle_template, apply_timing, check_loop, find_stray_pixels, and recolor_variants.
  • Art from a reference. pixelate_reference turns a photo or painting into a pixel-art layer at your size and palette, and compare_to_reference shows where the canvas still differs from it, with scores.
  • Living scenes. ambient_motion loops a still scene with wind, water shimmer, a light glint, and motes, snow, rain, or embers. split_into_layers separates a picture into parts from a few points, extend_scene widens it with its own texture, and clean_pixel_art makes a pixelated picture read as drawn.
  • Game assets. animate_parts animates a character from its part layers like a cut-out puppet, with crisp RotSprite-style turning. make_seamless and make_autotiles build a 47-tile terrain set with a Godot TileSet or a Unity Rule Tile. make_normal_map readies art for 2D lights, relight_scene makes dawn, sunset, and night versions, clean_lines tidies sketched strokes, and export_animation writes a GIF or animated PNG at any whole-number scale.
  • Working together. add_reference_image, change_summary, explain_changes, and session recording to a GIF.
  • More export targets. export_gamemaker strips and pack_atlas for several sprites on one texture.

See it in action

Each of these is an AI agent driving a live Aseprite canvas through the MCP — one named undo per step.

Isometric machine build
Isometric primitives
iso box → recessed port → tank → outline
Drawing suite
Drawing suite
rect · dithered gradient · ellipse · circle · dither · outline
Palette ramp-walk shading
Ramp-walk shading
flat fill → volumetric, along a hand-ordered palette
Tilemap editing
Tilemaps
tileset drawn tile by tile → map laid out row by row
Stamp painting
Stamp painting
one flower drawn once → scattered along an arc, one undo
The Claude Bridge panel in Aseprite
The bridge panel
live status, activity log, a Pause toggle — in Aseprite

And the part no headless server can do — the agent asking you, inside your editor (a real screen capture, not a mockup):

An MCP-driven approval dialog inside Aseprite

A full set, one live session

Everything below came out of a single session against one running editor: five sprites built, QA'd, assembled into a sheet, sliced, and exported for Unity — finished with an in-editor approval dialog. The .aseprite sources are in examples/showcase/; open them and Ctrl-Z backwards through the build.

Assembled showcase sheet: iso building, tilemap, motion-QA renders, beacon pulse strip

Isometric refinery blockout
Iso blockout, QA'd
face polygons → recessed port · ramp + palette-locked shading · rivets stamped in one undo · qa_sweep 4/4
Beacon pulse animation
Beacon pulse
additive glow · eased tween_cel_opacity loop · tagged + timed
Drone dash animation
Drone dash
tween_frames smoothstep · smear_frame streak · endpoints verified with frame_diff

The QA tools aren't decoration. During this build, frame_diff's change bbox caught a motion tween the eye missed — every cel displaced by its image origin and clipping at the canvas edge. One transaction fixed it; the same diff re-verified it:

Onion-skin composite of the drone flight arc
render_onion_composite — earlier frames red, later frames blue, the whole arc in one image

The sheet's ten slices went to Unity in one action — examples/showcase/unity/ has the atlas PNG and its generated .meta: ten Multiple-mode sprites, rects y-flipped, every pivot baked.

Install

Requires Python 3.10+ and Aseprite 1.3+. One command installs the package, registers the server with Claude Code, and adds the Aseprite extension:

pip install aseprite-claude-connector && aseprite-claude-connector setup
The Claude desktop app (a normal Claude chat)

Add --desktop and setup registers the server with the Claude desktop app too:

pip install aseprite-claude-connector && aseprite-claude-connector setup --desktop

Then quit Claude fully (from the tray or menu bar too) and reopen it. The server runs on your computer, so this works in the desktop app on Windows and Mac, not in claude.ai in a browser or the phone app.

Any other JSON-config client

Install with the command above, using setup --no-register, then add:

{
  "mcpServers": {
    "aseprite": {
      "command": "python",
      "args": ["-m", "aseprite_claude_connector"],
      "env": {
        "ASEPRITE_MCP_BACKEND": "headless",           // or "live" — see below
        "ASEPRITE_PATH": "C:/Program Files/Aseprite/Aseprite.exe"
      }
    }
  }
}

ASEPRITE_PATH is auto-detected on common installs (Steam and standalone) if you omit it.

From source
git clone https://github.com/UmarMuhammad18/aseprite-claude-connector
cd aseprite-claude-connector
pip install -e .

Quickstart — headless (2 minutes, no editor open)

Add the server with "ASEPRITE_MCP_BACKEND": "headless" (above). In headless mode, tools take a file argument — the .aseprite to act on. Ask your agent to run status to confirm the connection, then try:

"Create a 32×32 sprite at C:/art/coin.aseprite, draw a gold circle, and export it as coin.png."

Quickstart — live editor (drive your open canvas)

The live backend edits your running Aseprite, one undo step per edit. Set it up with one command:

pip install aseprite-claude-connector && aseprite-claude-connector setup

setup registers the server with Claude Code and installs the Claude Bridge extension. Restart Aseprite if it's open, using Cmd+Q on a Mac. It asks once for permission to connect: tick the box to remember, then allow it. Reload your editor if Claude Code is running inside one, so it picks up the tools. That's the whole setup.

From then on the server starts the relay itself and Aseprite connects on its own. Tools act on your active document; watch edits appear and press Ctrl-Z to undo each one. The sprite Claude creates or opens stays its target even if you click another tab, so its edits never land in the wrong sprite; say "work on this one" to point it at the one you have open. File → Scripts → Claude Bridge opens a status panel with live activity and a Pause toggle.

Using another MCP client? Run aseprite-claude-connector setup --no-register and add the server to that client yourself. To install the extension by hand instead, aseprite-claude-connector setup --out <folder> writes a .aseprite-extension file you can add in Edit → Preferences → Extensions.

See docs/ARCHITECTURE.md for how it works.

Export to your game

In Aseprite, choose File → Export → Export to Game..., pick your game folder once, and press Export. Or ask Claude: "export this to my game". Then select the sprite in your engine.

Folder you pick Where it goes What you get
Godot project Your sprites or assets folder, or a new sprites PNG, plus a .tres with animations from tags if it has more than one frame
Unity project Assets/Sprites or Assets/Art PNG and a .meta, already sliced. Exporting again keeps your prefab references
Any other folder Your sprites or assets folder, or a new sprites PNG sprite sheet

For GameMaker, ask for export_gamemaker, which writes strips it cuts up on import. To put several sprites on one texture with JSON frame data, ask for pack_atlas.

Pick a folder deeper inside a project to put the art exactly there. The first export from the button may ask to allow file access: allow it. To export with one key, assign a shortcut under Edit → Keyboard Shortcuts. In Godot, set the node's Texture Filter to Nearest for sharp pixels.

What you can ask it to do

  • "Make a 32×32 sprite, draw a red circle, and export it as icon.png."
  • "Export machines.aseprite as a Unity sprite sheet at 16 pixels-per-unit." → drops a sheet + a pre-sliced .meta straight into your Unity project.
  • "Slice this atlas, set each slice's pivot, and export it to Unity with the pivots baked in."
  • "Run a QA sweep: it must be 64×64, ≤ 16 colors, grid-aligned, with 2px of sticker padding."
  • "Draw an isometric box for a 1×1 machine base and put a recessed port on its front face."
  • "Set up a 16×16 tilemap layer, draw grass and dirt tiles, and lay out a 10×6 ground strip."
  • "Assemble my exports into one labeled sheet, slice each piece, set the pivots, and hand Unity the atlas."
  • "Pop a dialog in my editor: approve or redo. Then wait for me to click the anchor point."
  • "Watch the sprite while I touch it up; when I stop, re-run the QA sweep."
  • "Diff frames 3 and 4 — did the arm actually move?"
  • "Look at the walk cycle and tell me which frame pops."
  • "Draw the outline with a preview, and check it before you carry on."
  • "Fill in three frames between these two poses, then check that the walk loops cleanly."
  • "I've selected his arm. Fix the shading, and don't touch anything else."
  • "Put this sketch on a reference layer and draw over it."
  • "Recreate this photo as 128-pixel-wide pixel art with 24 colours, then fix wherever it still differs."
  • "Make this a 384×128 banner, then animate it: wind in the grass, a glint on the armour, and fireflies."
  • "Split the knight from the meadow so I can recolour his armour."
  • "Swing his arm from the shoulder over 8 frames, with the forearm following."
  • "Make this grass tileable, then build an autotile set over dirt for my Godot project."
  • "Give me a night version with a lantern by the door, and a normal map for 2D lights."
  • "Export the banner as a GIF at 4x."
  • "Find stray pixels, then make red, blue, and winter versions of this sprite."
  • "What did you change, and how would I do that by hand in Aseprite?"
  • "Export this to my game."

Where this sits (honest positioning)

There are already good Aseprite MCP servers. This project is not the first, and doesn't claim to be. What it claims — and can defend:

Capability Landscape This project
Draw / layers / frames / palette / selection / export, dithering, gradients, outlines, filters, tweens, tilemaps Well covered by the headless leaders (diivi ~113 tools, pixel-mcp, ext-sakamoro) and the commercial live server (Aseprite MCP Pro, Godot-first) Parity — a curated, fully typed surface
One-action Unity export — sheet + .meta with per-slice pivots baked in Every other Aseprite→Unity path we found is a separate engine-side importer; none export pivots Differentiator ✅
Art-QA sweep incl. transparent sticker-padding measurement against your project conventions We found no other server that lints sprite margins/padding as a packaged sweep Differentiator ✅
Isometric drawing primitives (2:1 boxes/cylinders, auto face-shading, recessed panels) The only iso primitives we've found in any Aseprite MCP we surveyed Differentiator ✅
In-editor interaction: dialogs in Aseprite, ask-the-artist point picking, artist-edit watching, symmetry & viewport control Live-GUI servers exist (Pro commercial; two nascent OSS); none we surveyed ship in-editor dialogs or human-in-the-loop tools Differentiator ✅
Update awareness — the server itself tells you when a newer release exists As far as we could find (checked 2026-07-16), no other MCP server surfaces its own update status through the session Differentiator ✅
Live tilemap editing The headless leaders edit tilemaps on disk; the only live tilemap editing we found is closed-source Open-source position ✅
MCP resources + prompts Across the open-source Aseprite MCPs we surveyed, this is the richest MCP-native surface (live-state resources + guided-workflow prompts) Differentiator (hedged)

Every edit made through the server is exactly one named undo step (app.transaction) — you can watch an agent work and Ctrl-Z anything it did, one step at a time. We verified the other open-source live bridges don't hold that discipline across their surface (one wraps 3 of 57 tools).

Knowing when to update

The status tool reports the server's version and — at most once a day, via PyPI — whether a newer release exists. Your agent sees it, so you see it:

{ "backend": "live", "connected": true,
  "server": { "current": "0.2.0", "latest": "0.2.1", "update_available": true,
              "how": "pip install -U aseprite-claude-connector" } }

Also surfaced as the aseprite://update resource, one stderr log line, and the real version in the MCP serverInfo handshake. Disable with ASEPRITE_MCP_NO_UPDATE_CHECK=1 (auto-disabled in CI). No telemetry — the check is an HTTP GET of PyPI's public JSON; nothing about you, your machine, or your art is sent.

Tools (187)

Every tool is typed, annotated (readOnlyHint/destructiveHint/idempotentHint/openWorldHint), and — when it mutates — wrapped in a named app.transaction, so each edit is exactly one labeled undo step in the editor.

Inspect & metadata (7)
  • status — Report backend health plus this server's version and whether a newer release exists.
  • get_sprite_info — Get the active sprite's size, color mode, and layer/frame/tag lists.
  • describe_sprite — Summarize the active sprite in one call: size, color mode, the layer tree with visibility and blend modes, frame timing, tags, slices, palette, the selection, and what's active.
  • get_pixel — Read one composited pixel (all layers) at (x, y) as #rrggbbaa.
  • set_sprite_metadata — Attach typed key/value metadata to the sprite (Aseprite's Properties system — stored in the .aseprite file itself).
  • get_sprite_metadata — Read the sprite's typed key/value metadata (Properties).
  • get_pixels — Read a composited pixel region as a grid of #rrggbbaa strings — the AI feedback loop for 'what does the canvas look like now'.
Canvas vision (3)
  • look — See the canvas: returns a frame as an image, scaled up with sharp pixels.
  • look_animation — See an animation: returns a tag or frame range as one image, frames left to right and top to bottom.
  • look_onion — See motion: returns frame as an image with earlier frames ghosted in red and later frames in blue, so the whole arc shows at once.
Documents & session (7)
  • open_sprite — Open a sprite file and make it the active document; returns its filename, size, and frame/layer counts.
  • save_sprite — Save the active sprite to disk: to path if given (save-as; the document's filename follows it), else to its own filename — errors if the sprite is untitled and no path is given.
  • close_sprite — Close the active sprite.
  • set_active_sprite — Live editor only: make one of the open documents active, found by exact filename or basename match (e.g. "turret.aseprite").
  • pin_sprite — Live editor only: choose the sprite Claude's edits go to.
  • save_all_sprites — Live editor only: save open work into folder as .aseprite files, so nothing is lost when tabs are closed.
  • list_sprites — Live editor only: list every open document — filename (or "(unsaved)"), size, frame/layer counts, tags, unsaved-changes flag, which one is active in the editor, and which one Claude's edits go to (pinned).
Canvas (3)
  • create_sprite — Create a new sprite.
  • expand_canvas — Grow (or shrink, with negatives) the canvas per side WITHOUT scaling content — existing pixels keep their positions relative to the old origin.
  • import_spritesheet — Slice a sheet PNG into animation frames: cells are read row-major at the given frame size onto a new "imported" layer, adding frames as needed.
Layers & groups (14)
  • add_layer — Add a new empty layer (optionally named) at the top of the stack.
  • add_group — Add a layer group.
  • move_layer_to_group — Move a layer inside a layer group.
  • list_layers — The full layer tree, top of stack first: name, path, kind (image/group/tilemap), visibility, and opacity — including layers nested in groups (which get_sprite_info lists only at the top level).
  • delete_layer — Delete the layer with the given name.
  • rename_layer — Rename a layer.
  • set_layer_visibility — Show or hide a layer.
  • set_layer_opacity — Set a layer's opacity (0-255).
  • flatten_sprite — Flatten all layers into a single layer.
  • set_layer_blend_mode — Set a layer's blend mode.
  • duplicate_layer — Duplicate a layer (with its cels) above the original.
  • merge_layer_down — Merge a layer into the layer directly beneath it.
  • move_layer — Reorder a layer in the stack.
  • import_image_as_layer — Import an external image file (PNG, etc.) into a new layer at (x, y) — a reference/trace layer for concept-art intake.
Frames (8)
  • add_frame — Append a new empty frame.
  • duplicate_frame — Duplicate frame number (1-based).
  • delete_frame — Delete frame number (1-based).
  • set_frame_duration — Set frame number's duration in milliseconds.
  • add_frames — Append count empty frames in one undo step.
  • set_frame_durations — Set every frame in [from_frame..to_frame] to ms milliseconds.
  • reverse_frames — Reverse frame order (cels on every layer, plus durations) — the whole sprite by default, or the inclusive [from_frame..to_frame] range.
  • set_onion_skin — Configure the editor's onion-skin view: on/off, ghost counts each direction, and whether ghosting stays inside the current tag.
Cels (3)
  • clear_cel — Empty the cel at the given layer + frame (transparent).
  • set_cel_position — Move the cel's top-left origin to (x, y).
  • set_cel_opacity — Set the cel's opacity (0-255).
Drawing (10)
  • draw_pixels — Set individual pixels: pixels is a list of {"x": int, "y": int, "color": "#rrggbb[aa]"}.
  • draw_polyline — Stroke connected line segments through points (ordered [x, y] pairs); close=True joins the last point back to the first.
  • draw_rectangle — Draw a rectangle on the active layer + frame.
  • draw_line — Draw a 1px line from (x1,y1) to (x2,y2).
  • draw_circle — Draw a circle centered at (center_x, center_y).
  • fill_area — Flood-fill the contiguous same-color region at (x, y).
  • draw_ellipse — Draw an ellipse centered at (center_x, center_y) with independent x/y radii.
  • draw_gradient — Fill a rectangle with a linear gradient from color1 to color2.
  • apply_dither — Fill a rectangle with a uniform ordered (Bayer 4x4) dither mixing color1 and color2.
  • add_outline — Add a 1px outline around the opaque pixels of a layer, in color — readability against busy backgrounds.
Palette (12)
  • get_palette — Return the active sprite's palette as #rrggbbaa hex strings.
  • set_palette_color — Set palette entry index to color (#rrggbb or #rrggbbaa).
  • add_palette_color — Append color to the palette and return its new index.
  • set_palette — Replace the whole palette with colors (list of #rrggbb/#rrggbbaa).
  • apply_preset_palette — Replace the palette with a built-in preset: gameboy | pico8 | cga.
  • generate_color_ramp — Generate a dark->light shading ramp from base_color and APPEND it to the palette in order — ready for palette_ramp_walk.
  • extract_palette_from_image — Extract a palette (median-cut) from an external image file and, by default, set it as the active sprite's palette — the concept-art → locked-palette step.
  • sort_palette — Reorder palette swatches by luminance (default), hue, or saturation.
  • palette_from_sprite — Derive the palette FROM the sprite's actual pixels (Aseprite's color quantization) — the inverse of quantize_to_palette.
  • load_palette — Replace the sprite's palette from a palette file (.gpl, .pal, .ase, .png strip — anything Aseprite reads).
  • save_palette — Write the sprite's palette to a file (.gpl, .pal, .png — by extension).
  • apply_bundled_palette — Apply one of Aseprite's bundled extension palettes by resource ID — e.g. DB16, DB32, ARQ4, EDG16 (availability depends on the installed palette extensions).
Color (4)
  • replace_color — Replace every pixel matching from_color (within tolerance, a 0-255 RGB distance) with to_color across the active cel, preserving each pixel's alpha unless to_color carries its own.
  • quantize_to_palette — Snap every opaque pixel of the active cel to its nearest color in the sprite's palette (alpha preserved) — enforce palette discipline after intake or shading.
  • adjust_hsl — Shift the active cel's colors in HSL: hue_shift degrees (-360..360), saturation a multiplier (1.0 = unchanged), lightness a delta (-1..1).
  • get_color_stats — Return a color histogram of the composited sprite: distinct opaque color count, total opaque pixels, and the top most-used colors with counts — a palette-drift check for the art-QA loop.
Shading (2)
  • apply_shading — Palette-constrained shading: brighten toward the light and darken away from it, snapping every pixel to the nearest palette color.
  • palette_ramp_walk — Shade by WALKING the arranged palette ±N indices toward lighter/darker (per light direction), instead of snapping to the luminance-nearest color — so hand-ordered shading ramps are respected.
Filters (5)
  • adjust_brightness_contrast — Adjust the active cel's brightness and contrast, each -100..100 (0 = unchanged).
  • invert_colors — Invert the active cel's RGB (alpha untouched).
  • desaturate — Convert the active cel to grayscale (Rec. 601 luma), keeping alpha.
  • box_blur — Blur the active cel with an alpha-weighted box kernel.
  • sharpen — Sharpen the active cel (unsharp mask over a 3x3 neighborhood).
Stamp painting (1)
  • paint_with_stamp — Stamp an image at each [x, y] in points (points are stamp centers).
Isometric (4)
  • draw_iso_box — Draw a 2:1 isometric box.
  • draw_iso_cylinder — Draw a vertical isometric cylinder (tank/silo/chimney): top ellipse + shaded body + front rim, auto-shaded from color.
  • fill_polygon — Scanline-fill an arbitrary polygon given points (a list of [x, y] pairs, in order).
  • iso_recessed_panel — Draw a recessed docking socket/port on an isometric face — a light lit lip framing a dark recessed interior.
Selection (8)
  • select_rectangle — Set a rectangular selection.
  • select_all — Select the whole canvas.
  • deselect — Clear the current selection.
  • select_ellipse — Select an ellipse inscribed in the given rectangle.
  • select_by_color — Select every pixel matching color (composited, within tolerance 0-255 per channel) — a global magic wand.
  • invert_selection — Invert the current selection against the canvas bounds.
  • get_selection — Report whether a selection exists and its bounding rectangle.
  • erase_area — Erase pixels to transparent.
Transform (6)
  • flip_sprite — Flip the whole sprite horizontally or vertically.
  • resize_sprite — Scale the whole sprite to new pixel dimensions.
  • crop_sprite — Crop the sprite to the given rectangle.
  • rotate_sprite — Rotate the whole sprite by 90, 180, or 270 degrees clockwise (lossless).
  • autocrop_sprite — Trim transparent borders: shrink the canvas to the union of visible content across all layers and frames (Sprite > Trim).
  • set_color_mode — Convert the sprite between rgb | gray | indexed color modes.
Slices (5)
  • create_slice — Create a named slice (atlas region) at the given rectangle.
  • set_slice_pivot — Set a slice's pivot point, in pixels relative to the slice's top-left.
  • set_slice_center — Set a slice's 9-patch stretchable center rectangle (relative to the slice).
  • list_slices — List every slice with its bounds, pivot, and 9-patch center.
  • delete_slice — Delete the slice with the given name.
Tags (7)
  • create_tag — Create an animation tag named name spanning frames from_frame..to_frame (1-based).
  • delete_tag — Delete the animation tag named name.
  • list_tags — List animation tags with their frame ranges.
  • rename_tag — Rename the animation tag old_name to new_name.
  • set_tag_color — Set the timeline label color of the tag name (#rrggbb or #rrggbbaa).
  • set_tag_range — Move the tag name to span frames from_frame..to_frame (1-based, inclusive; validated against the sprite's frame count).
  • set_tag_direction — Set the playback direction of the tag name: forward | reverse | pingpong | pingpong_reverse.
Tilemaps (6)
  • create_tilemap_layer — Create a tilemap layer with its own tileset on a tile_width x tile_height grid.
  • add_tile — Append an empty tile to a tilemap layer's tileset; returns the new tile's index and the tileset size.
  • draw_on_tile — Set pixels on one tile of a tilemap layer's tileset.
  • set_tiles — Place tile references on a tilemap layer's cel.
  • get_tilemap_info — Read a tilemap layer: tile size, tileset length, and the cel's grid size, pixel position, and tile-index grid (tiles as rows of columns, flip flags stripped; capped at 64x64 with truncated set).
  • export_tileset — Export a tilemap layer's tileset as a horizontal PNG strip (plus an Aseprite JSON atlas if data_path is given).
Animation (5)
  • tween_frames — Insert count in-between frames between from_frame and to_frame that slide the start frame's art toward where the end frame's art sits, so it works for moved cels and for art redrawn in a new place.
  • tween_cel_opacity — Fade a layer's cels across [from_frame..to_frame]: opacity interpolates from from_opacity to to_opacity (0-255) with the chosen easing.
  • smear_frame — Append a motion-smear frame blending from_frame and to_frame: overlapping pixels averaged, single-frame areas ghosted at half alpha — a pixel-content smear.
  • frame_diff — Pixel-exact diff of two composited frames: changed-pixel count and ratio, the bounding box of the change, and whether they're identical.
  • render_onion_composite — Write a PNG of frame with up to prev earlier frames ghosted in red and next later frames ghosted in blue (Aseprite's onion-skin convention) at the given ghost opacity — so you can see the motion arc in one image.
Export (4)
  • export_sprite — Export the active sprite to a file; format is chosen by out_path extension (.png, .gif, ...).
  • export_spritesheet — Pack all frames into a single sprite-sheet image (optionally writing a JSON atlas to data_path).
  • export_layers — Export every image layer (recursing into groups) as its own PNG in out_dir, named <sanitized-layer-name>.png.
  • export_tags — Export each animation tag's frame range as its own file in out_dir: an animated <tag-name>.gif (format="gif", default) or a horizontal <tag-name>.png strip (format="png").
Unity export (2)
  • export_unity_sprite — Export a horizontal sprite sheet AND write the Unity .meta beside it, pre-sliced into named Multiple-mode sprites (one per frame) — one action, no manual Sprite Editor pass.
  • export_unity_slices — Export the sprite as a single PNG AND write a Unity .meta with one Multiple-mode sprite per named slice, each carrying that slice's pivot — so an atlas laid out with slices imports into Unity already sliced and pivoted.
Art QA (2)
  • measure_padding — Measure the transparent 'sticker' padding around the content: content bounding box, per-side padding (left/right/top/bottom), fill ratio, and distinct opaque color count.
  • qa_sweep — Audit the active sprite against project conventions and return per-check pass/fail.
Batch (whole folder) (3)
  • batch_export — Export every .aseprite in folder (first frame) to an image, optionally integer-upscaled by scale.
  • batch_resize — Resize every .aseprite in folder (first frame, nearest-neighbor) and write images to out_dir.
  • batch_apply_palette — Palette-lock every .aseprite in folder: snap each sprite (first frame, alpha preserved) to a palette and export images to out_dir.
Undo / redo (4)
  • select_frame — Make a frame active, so the next edits land on it.
  • select_layer — Make a layer active, so the next edits land on it.
  • undo — Undo the last edit on the active sprite (live editor).
  • redo — Redo the last undone edit (live editor).
Live editor (interactive) (11)
  • get_editor_state — Live editor only: current zoom, scroll, and which sprite pixel the mouse is over — lets an agent know what the artist is looking at.
  • set_editor_view — Live editor only: set the viewport zoom (1.0 = 100%) and/or scroll — e.g. zoom to the region you're about to edit so the artist can watch.
  • set_symmetry — Live editor only: set mirror-painting symmetry — mode is none, horizontal (mirror across a vertical axis), vertical, or both; optionally place the axis lines.
  • ask_point — Live editor only: ask the ARTIST to click a point on the canvas (pivot, anchor, paint origin).
  • get_asked_point — Poll the result of ask_point: done false while waiting, then the clicked x/y (or cancelled if the artist pressed Esc).
  • cancel_ask_point — Withdraw a pending ask_point request (e.g. the artist stepped away and you're moving on).
  • show_choice_dialog — Live editor only: pop a small dialog IN Aseprite with a message and up to 4 option buttons (e.g. approve/redo).
  • get_dialog_choice — Poll the result of show_choice_dialog: done false while the dialog is open, then the chosen button text.
  • watch_changes — Live editor only: start counting edits the ARTIST makes to the active sprite (via Sprite.events).
  • get_watched_changes — Poll the change counter started by watch_changes (reset=True zeroes it after reading).
  • stop_watching_changes — Detach the watch_changes listener.
Advanced (1)
  • run_lua — Run arbitrary Lua inside Aseprite and return its result (advanced escape hatch — equivalent to local code execution).

Resources

Read editor state without spending a tool call:

  • aseprite://sprite/active — size, color mode, layer/frame/tag names of the active document
  • aseprite://palette/active — the active palette as hex
  • aseprite://docs — every open document, including unsaved/untitled tabs (live)
  • aseprite://qa/last — the most recent qa_sweep / measure_padding result
  • aseprite://export/last — the most recent Unity export (files written + sprite manifest)
  • aseprite://update — this server's version + whether a newer release exists

Prompts (guided workflows)

One-call "skills" that chain the tools into finished art tasks:

  • unity_qa_gate — run the ship-ready QA gate, then export a Unity sheet + .meta
  • iso_building_to_spec — build a 2:1 isometric building from a footprint spec
  • shade_along_ramp — shade a sprite by walking its hand-ordered palette ramp
  • autoslice_to_unity — multi-frame sprite → Unity-import-ready sheet + pre-sliced .meta
  • concept_to_placeholder — external concept image → correctly-padded, in-palette placeholder
  • tileset_and_map — author a tileset from a terrain spec, lay out the map, export the strip
  • live_review_loop — wait for the artist to finish touching up, re-QA, ask for the ship call in-editor
  • recreate_picture — turn a photo or painting into pixel art, then refine it until it matches
  • make_banner — turn a picture into a wide banner, keeping the subject and extending the scene
  • animate_scene — bring a still scene to life as a seamless loop: wind, glints, water, particles

Limitations (honest ones)

  • Headless calls are separate Aseprite processes — editor-session state (selection, view, symmetry) doesn't persist between headless calls. Pixels, layers, frames, palettes, tilemaps, metadata: all persist (they're in the file).
  • The interactive tools need the live editor — dialogs, point picking, watching, viewport control error cleanly under headless.
  • Animated .gif export is headless-only. Saving .gif from the live editor opens Aseprite's GIF-options dialog, which blocks the bridge until dismissed. Live, use export_spritesheet strips or per-frame PNGs; the animated GIFs in this README were exported headless from the same files.
  • Windows is the primary dev platform. CI runs the unit + wire-validation suite on Linux/macOS/Windows, and the Mac workflow compiles Aseprite on a Mac and runs setup and every tool against it headless. The live bridge in a running editor is hand-tested on Windows only, because its first connection needs a person to answer Aseprite's access prompt. Linux is expected to work, not proven.
  • run_lua is local code execution by design (it's the escape hatch). The relay binds to 127.0.0.1 only and refuses browsers. Read SECURITY.md.
  • Some live tools raise an Aseprite security prompt. open_sprite, save_sprite, load_palette, and exports that write from Lua can, and the call times out if nobody answers. Importing pictures, pack_atlas, and exports built in Python don't.
  • Engine imports aren't all proven. CI loads a real export in headless Godot, but nobody has opened the Unity or GameMaker output in those engines, and the Export to Game dialog hasn't been clicked through.
  • No generative art. This server draws what it's told with deterministic primitives; taste stays with the artist.

Verifying the surface

python tests/smoke_headless.py drives every tool (plus resources + prompts) in-process against a throwaway sprite. python -m pytest runs the unit suite plus wire-validation tests that exercise structured output through a real MCP client session — the boundary users actually hit (pip install -e ".[dev]" first). The README's tool list is generated from the code (python scripts/gen_docs.py) and CI fails if it drifts. The Mac workflow compiles Aseprite and runs setup and every tool against it, then has real Godot load an export and paint with an autotile set. The Release check workflow installs each published version from PyPI on Windows, Linux, and Mac and checks it runs. The Unity workflow has real Unity import the exports and paint with the Rule Tile, once the repository has a Unity licence (unity/README.md). To test the live connection on a Mac without buying Aseprite, see docs/MAC_TESTING.md.

Changelog & releases

See CHANGELOG.md — every release also lands as a GitHub Release with the same notes. Versions follow semver (pre-1.0: minor bumps may change tool behavior, patches are fixes).

About

The original project was built solo by Kyle Ocheltree (OakTree Games) for a real production pipeline — the Unity export, padding QA, and isometric tools exist because Cosmic Scale (an isometric factory game) needed them. Developed with an AI-native workflow: AI assists the coding; every tool is reviewed, tested against a real editor, and shipped deliberately.

Contributing

Issues and PRs welcome — see CONTRIBUTING.md. Run ruff check ., pytest, and python tests/smoke_headless.py before submitting.

License

MIT — see LICENSE. © 2026 Kyle Ocheltree / OakTree Games.

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