Install
The installation steps are in the documentation below. Documentation
Documentation
From the project's README on GitHub, refreshed weekly. Links open on GitHub.
Contents
Aseprite MCP Tools
A Python MCP server that gives AI assistants full control over Aseprite for creating pixel art and animated sprites.
123 tools across 18 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, bounds and lint checks for animation work.
Examples
Cosy room (Opus 5.5)
An isometric bedroom at dusk with a girl doing her homework, animated as a lofi-style loop.
128×128, 16-frame loop, exported at 4×.
Swordsman: Fable 5 vs Opus 5.5
Fable 5 Opus 5.5
The benchmark swordsman, then a slash from windup to follow-through.
48×48, 4-frame slash.
Opus 5.5 critiqued the Fable 5 sprite and redrew it at the same size.
48×48, 8-frame slash.
The Fable 5 tasks recreate the benchmark from Draw Me a Swordsman by Lj Miranda, whose findings inspired this server's expanded toolset.
Slime (Opus 5.5)
A green slime.
32×32 still, exported at 8×.
The slime bouncing to the right with squash and stretch.
43-frame animation, exported at 4×.
Swordsman vs. slime (Opus 5.5)
The swordsman slashes the slime, which flashes red, loses health and pops a damage number.
80×58, 15 frames, exported at 5×.
Related Projects
Aseprite Live – Watch an AI agent draw pixel art in Aseprite, live, in your browser
Tool Categories
| Category | Tools | Description |
|---|---|---|
| Canvas | 7 | Create sprites, manage layers/frames, set the active state |
| Drawing | 16 | Pixels, text rows, lines, rectangles, circles, ellipses, polygons, paths, fills, gradients, isometric boxes |
| 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 | 12 | Outlines, color replacement, HSL adjustment, ordered dithering, native Aseprite filters |
| 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 | 8 | PNG, GIF, sprite sheets, per-layer/per-tag export, previews on a background, image import |
| Inspection | 6 | Read pixels (one layer, the visible composite, or as text rows) and sprite metadata |
| Analysis & Visual Feedback | 6 | Sprite previews the model can see, onion-skin renders, frame diffing, bounds, lint, 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.
draw_rows(filename="mug.aseprite", layer_name="mug", frame_index=1, x=4, y=2,
rows=[".WWWW..",
".WWWWKK",
".WWWW.K",
"..WW.K."],
legend={"W": "#F4F4F4", "K": "#8B5A2B"}, outline="#1A1C2C")
. (or any character missing from the legend) leaves a pixel untouched; read_rows returns pixels in the same format, so an edit is read, change a few characters, draw again.
| 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 |
draw_rows | Pixels as rows of characters plus a colour legend, like ASCII art, with an optional 1px outline — the compact way to place hand-chosen detail (faces, hands, animals, handles) |
draw_iso_box | Solid 2:1 isometric box with clean 2-1 edges and a colour per face, for furniture and props |
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/bottomright, plus baselineleft/baseline/baselineright for pinning several labels to one baseline. Outline and shadow grow the stamp but never move the glyphs.
font.json
{
"name": "my-font",
"letter_gap": 1,
"space_width": 3,
"sheets": [{
"file": "sheet.png",
"cell_w": 8, "cell_h": 8,
"ascent": 7,
"chars": [" !\"#$%&'()*+,-./", "0123456789:;<=>?"]
}],
"overrides": {
"86": {"ascent": 7, "rows": ["#...#", "#...#", ".#.#.", "..#.."]}
}
}
Each sheet carries its own ascent, so sheets with different cell sizes still share a baseline — that is how a compact ASCII sheet and a taller accented sheet combine into one run. origin shifts the cell grid when the sheet has a margin, ink_rule: "dark" reads sheets that use an opaque white background to delimit variable-width glyph boxes, and advance: "box" takes the advance from the box rather than the ink. overrides replaces individual glyphs with hand-drawn rows, which is useful when a sheet ships a glyph that is off-centre or too tall to sit on the line.
Layers
| Tool | Description |
|---|---|
delete_layer | Delete a layer by name |
rename_layer | Rename a layer |
duplicate_layer | Duplicate a layer with all cels, opacity, and blend mode, optionally into a group |
reorder_layer | Move a layer to a position in the stack |
set_layer_blend_mode | Set blend mode (multiply, screen, overlay, ... 19 modes) |
merge_layer_down | Merge a layer into the one below it |
flatten_sprite | Flatten all layers into one |
Selection & Regions
| Tool | Description |
|---|---|
move_region | Cut a rectangle of pixels and paste it elsewhere |
copy_region | Copy a rectangle to another position, layer, or frame |
erase_region | Make a rectangle transparent |
erase_color | Magic-eraser: make all pixels of a color transparent (with tolerance) |
Effects
The pixel-art toolbox: clean outlines, palette-respecting blends, and shading variants.
| Tool | Description |
|---|---|
outline_cel | Add a 1px outline around all opaque pixels, or only around the shapes in a region |
replace_color | Replace one color with another (with tolerance), preserving alpha |
adjust_hsl | Shift hue/saturation/lightness of a cel — palette swaps, night scenes, shadows |
apply_dither_gradient | Two-color gradient using Bayer 4×4 ordered dithering |
apply_dither_pattern | Uniform dithered mix of two colors at a given density |
Native filters run Aseprite's own engine commands on a layer and frame:
| Tool | Description |
|---|---|
outline_native | Aseprite's Outline command around opaque pixels |
adjust_hsl_native | Aseprite's Hue/Saturation/Lightness filter |
adjust_brightness_contrast | Brightness/Contrast filter |
invert_colors | Colour inversion |
apply_convolution | Convolution filter: blur, sharpen, edge, emboss … |
list_convolution_matrices | List the built-in matrices for apply_convolution |
extract_palette | Build an optimal palette from the sprite (native colour quantization) |
Animation
| Tool | Description |
|---|---|
add_frames | Append N frames with optional duration |
delete_frame | Delete a frame |
set_frame_duration_all | Set every frame's duration |
duplicate_frame_range | Duplicate a frame range N times |
copy_frame / propagate_frame_to_range | Copy all cels of a frame to other frames |
create_cel / clear_cel / copy_cel | Cel lifecycle on a layer/frame |
propagate_cels | Copy selected layers' cels across a frame range |
set_cel_position | Place a cel at x,y |
set_cel_opacity | Set a single cel's opacity |
offset_cel_positions | Shift cels by a delta across frames |
tween_cel_positions | Linear position tween across frames |
tween_cel_positions_eased | Position tween with easing (ease_in/out, smoothstep) |
tween_cel_opacity_eased | Opacity tween with easing |
tween_cel_scale_eased | Scale tween with easing and anchor |
oscillate_cel_positions | Sine-wave motion (bobbing, breathing, hovering) |
set_tag / delete_tag | Animation tags with direction (forward/reverse/pingpong) |
set_layer_visibility / set_layer_opacity | Layer-level visibility and opacity |
set_onion_skin | Configure onion-skin UI prefs (see render_onion_skin for batch use) |
get_sprite_info | Sprite metadata: size, layers, frames, durations, tags |
Palette
| Tool | Description |
|---|---|
get_palette | Read the palette as hex colors |
set_palette | Set the palette from a list of hex colors |
list_palette_presets | List built-in retro palettes |
apply_palette_preset | Apply a preset: gameboy, pico8, c64, cga, dawnbringer16, dawnbringer32, grayscale_4, monochrome |
generate_color_ramp | Build a dark→light shading ramp with hue shifting from a base color |
quantize_to_palette | Snap every pixel to the nearest palette color |
remap_colors_in_cel_range | Remap specific colors across a frame range |
set_color_mode | Convert between RGB, grayscale, and indexed |
Transform
| Tool | Description |
|---|---|
flip_layer | Flip a cel horizontally or vertically |
rotate_layer | Rotate a cel 90/180/270° |
resize_canvas | Scale the sprite to new dimensions |
crop_canvas | Crop to a rectangle |
Slices
| Tool | Description |
|---|---|
create_slice | Create a named rectangular region |
set_slice_center | Set the 9-patch stretchable center |
set_slice_pivot | Set the pivot point |
list_slices | List all slices with bounds, centers, pivots as JSON |
delete_slice | Delete a slice |
Tilemap
| Tool | Description |
|---|---|
create_tilemap_layer | Add a tilemap layer with its own tileset and tile grid |
draw_on_tile | Paint pixels into a tileset tile (auto-appends new tiles) |
set_tiles | Place tiles on the map by grid position |
get_tile_at | Read which tile occupies a grid cell |
get_tilemap_info | Tile size, tile count, and map dimensions as JSON |
Export & Import
| Tool | Description |
|---|---|
export_sprite | Export to PNG, GIF, JPG, ... |
export_frame | Export one frame as PNG with integer upscaling (to look at your work, use view_sprite) |
export_spritesheet | Sprite sheet (horizontal/vertical/rows/columns/packed) with optional JSON metadata and per-tag filtering |
export_layers | One PNG per layer |
export_tag | Export an animation tag as GIF or PNG sequence |
export_animation | GIF or PNG sequence of every frame or one tag, scaled, optionally on a solid background — the sprite itself is never changed |
import_image_as_layer | Import a PNG into a layer (references, premade parts) |
copy_sprite | Duplicate the .aseprite file |
Inspection
| Tool | Description |
|---|---|
get_pixel_color | Read one pixel's RGBA |
get_pixels_rect | Read a rectangle of pixels as JSON |
get_composite_pixel / get_composite_rect | Read what is visible (all layers composited) at a pixel or over a rectangle |
read_rows | Read a region as rows of characters plus a legend — the compact format draw_rows takes back |
get_sprite_info | Sprite metadata (also listed under Animation) |
Analysis & Visual Feedback
Batch-mode equivalents of what a human artist gets from the Aseprite UI.
| Tool | Description |
|---|---|
view_sprite | Return an image of the frames straight to the model — zoomed, with pixel grid and coordinate rulers so it can fix exact pixels |
render_onion_skin | Render a frame over translucent ghosts of neighboring frames — check motion continuity without opening Aseprite |
compare_frames | Diff two frames, optionally one layer or region (did the feet move?): changed pixel count, percentage, bounding box |
get_bounds | Bounding box of the drawn pixels per frame, optionally one layer — measure rise and fall, ground line, canvas edges |
lint_sprite | Detached pieces, lone pixels and orphan pixels, with coordinates |
get_color_stats | Color histogram of a frame — catches palette drift and near-duplicate colors |
view_sprite is the drawing loop's eyes: it returns the picture as MCP image content, so the model sees its work without exporting a file and opening it, and works in clients that cannot read local files. Pick frames with "3", "1-4" or "1,3,6-8", layer_name to isolate one layer, and region="x,y,w,h" to zoom into a detail with rulers still in sprite coordinates.
Quality
| Tool | Description |
|---|---|
ensure_layers_present | Create missing cels for layers across a frame range |
validate_scene | Report missing layers/cels as JSON |
audit_animation | Audit frames for overlaps and out-of-range layer activity |
animation_sanitize | Normalize layer order, coverage, and overlaps |
Scene
| Tool | Description |
|---|---|
copy_layers_between_sprites | Copy layers by name from one .aseprite file to another |
Preview & Guide
| Tool | Description |
|---|---|
start_preview_server / stop_preview_server | Serve exported files over local HTTP |
animation_workflow_guide | How to animate well: key poses, anticipation, squash and stretch, timing (character, idle, environment) |
The server also sends short pixel-art rules as MCP instructions when a client connects (silhouette first, one light direction, clean lines, check each pass), so the model gets them without calling anything.
Scripting
| Tool | Description |
|---|---|
run_lua_script | Execute arbitrary Aseprite Lua (API docs) in batch mode. The last resort, for what no dedicated tool covers: one script can batch many operations into a single Aseprite launch. Remember to spr:saveAs(spr.filename) and print() your results. ⚠️ Runs unrestricted code on the host — only pass scripts you trust. |
Recommended Workflow for LLMs
- Plan the palette first:
generate_color_rampfor each material (skin, armor, blade), orapply_palette_presetfor a retro look. - Build in layers: background / body / equipment / effects, so parts can be animated and edited independently.
- Draw coarse to fine: silhouette with
draw_rectangle_at/draw_ellipse_at/fill_area_at, then refine withdraw_rows. - Look at your work:
view_spriteafter every pass (regionto zoom in), fix, repeat. Useget_color_statsto keep the palette tight andlint_spriteto catch stray and detached pixels. - Shade with intent:
adjust_hslfor shadow layers,apply_dither_gradientfor blends,outline_celfor readability. - Animate with the cel tools:
propagate_cels, thentween_cel_positions_eased/oscillate_cel_positions; verify withview_sprite,compare_framesandget_bounds; export withexport_animationorexport_tag.
Docker Usage
Quick Start
Build and run the Docker image:
docker build -t aseprite-mcp:latest .
docker run -it --rm aseprite-mcp:latest
Or use the provided build scripts:
- Linux/macOS:
chmod +x build-docker.sh && ./build-docker.sh - Windows:
.\build-docker.ps1
Using Docker Compose
# Production
docker-compose up aseprite-mcp
# Development mode
docker-compose --profile dev up aseprite-mcp-dev
See DOCKER.md for detailed Docker setup instructions.
Optional: Install Aseprite via Steam
To have the container install Aseprite via SteamCMD at startup, provide Steam credentials:
# Create a .env with STEAM_USERNAME/STEAM_PASSWORD (and optional STEAM_GUARD_CODE)
# Then
docker run --rm -i --env-file .env aseprite-mcp:latest
If installed, the binary will be at /opt/steamapps/common/Aseprite/aseprite and ASEPRITE_PATH will be picked up automatically.
Local Installation
Prerequisites
- Python 3.13+
uvpackage manager- Aseprite (set
ASEPRITE_PATHin.envif it is not on your PATH)
Installation:
{
"mcpServers": {
"aseprite": {
"command": "/opt/homebrew/bin/uv",
"args": [
"--directory",
"/path/to/repo",
"run",
"-m",
"aseprite_mcp"
]
}
}
}
Frequently asked questions
What is Aseprite MCP?
Create pixel art using the Aseprite API.
How do I install Aseprite MCP?
Follow the installation steps in its documentation, shown on this page and in its repository.
Is Aseprite MCP open source?
Yes. Its code is on GitHub under the MIT license.
Who maintains Aseprite MCP?
It is published by diivi. AI.tn lists it but does not maintain or endorse it.
From the community awesome-mcp-servers lists and the project's GitHub repository. Listing is not an endorsement: review a server's code and permissions before giving it access to your data.