aseprite-mcp
Enables AI assistants to drive Aseprite for pixel-art creation, including sprite setup, grid-based drawing, layer/frame/tag management, reference image import, and export, with rendered previews after every mutation.
README
Aseprite MCP
An MCP server that drives Aseprite — create sprites, draw with a text-grid interface, manage layers/frames/tags, import and quantize reference images, and export — all as tool calls an LLM can make, with a rendered preview after every mutation so the model sees what it drew.
Requires your own licensed copy of Aseprite ≥1.3 — not included or bundled. See Licensing.
Supported Aseprite versions: 1.3.0–1.3.x tested (developed against 1.3.18.1-dev); 1.4-beta
best-effort. The Lua scripting API drifts between versions — if a tool call fails on your build with
an error naming a Lua field or method, that's the most likely cause.
60-second quickstart
uv tool install aseprite-mcp # or: uvx aseprite-mcp
aseprite-mcp --doctor # confirms Aseprite is found and the bridge works
Add to your MCP client config (e.g. Claude Desktop's claude_desktop_config.json):
{
"mcpServers": {
"aseprite": {
"command": "uvx",
"args": ["aseprite-mcp"],
"env": {
"ASEPRITE_PATH": "/Applications/Aseprite.app/Contents/MacOS/aseprite",
"ASEPRITE_MCP_WORKSPACE": "~/pixel-art"
}
}
}
}
ASEPRITE_PATH is optional — the server searches common install locations first (see
discovery.py) and only needs it if your install is somewhere
unusual. ASEPRITE_MCP_WORKSPACE defaults to ~/.aseprite-mcp/workspace; every sprite path a tool
call uses is relative to it (a jailed directory, not an arbitrary filesystem path).
Then, from your MCP client: "Create a 32x32 knight sprite using the PICO-8 palette." The
sprite-character prompt (below) walks the model through a silhouette-first workflow that produces
noticeably better results than an unguided request.
Tools
| Tool | What it does |
|---|---|
create_sprite |
New sprite, indexed/rgb/grayscale, becomes the active sprite |
get_sprite_info |
Live dimensions, color mode, layers, frames, palette size, tags |
draw_grid |
Draw a block of pixels from a text grid (palette-index characters) |
draw_shape |
Line/rect/ellipse/polyline/point, with mirroring |
fill |
Flood fill from a seed point |
get_region_as_grid |
Read pixels back in the same grid format draw_grid accepts |
set_palette |
Preset (pico8/db16/sweetie16/gameboy) or explicit hex list |
get_ramp |
Hue-shifted shading ramp from a base color |
layers |
Add/delete/rename/reorder/set/duplicate/merge_down/list |
frames |
Add/delete/duplicate/set_duration/list |
tags |
Add/delete/rename/set/list (named frame ranges) |
import_reference |
Photo → cropped, downscaled, OKLab-quantized starting point |
export |
PNG (single frame), GIF (animation), or spritesheet + JSON |
run_lua |
Arbitrary Lua for anything the above doesn't cover — sandboxed, logged |
undo / redo |
File-snapshot based; safe across the whole session |
Every mutating tool returns a rendered preview alongside its text result — the model sees the consequence of each action without a separate "show me" step.
Prompts
sprite-character, sprite-tileset, animate-walkcycle, from-reference, palette-explore — each
a concrete, checkpointed tool-call sequence rather than open-ended instructions. Invoke as a slash
command or prompt template in your MCP client.
Resources
aseprite://guide/pixel-art (the craft rules — silhouettes, hue-shifted ramps, avoiding pillow
shading), aseprite://guide/lua-api (condensed Lua reference for run_lua, including the gotchas
this project found the hard way), aseprite://palettes (bundled preset colors).
Troubleshooting
"Could not find Aseprite" — set ASEPRITE_PATH explicitly to the executable (not the .app
bundle on macOS — the binary inside it, e.g.
/Applications/Aseprite.app/Contents/MacOS/aseprite). Run aseprite-mcp --doctor to see exactly
which paths were tried.
A tool call times out — the default per-command timeout is 10s (30s for exports), generous for normal use (measured average is under 100ms). A timeout usually means Aseprite itself hung on something unrelated to the command — check for a stray Aseprite process and kill it, then retry.
A tool call fails naming a Lua field/method that "should" exist — likely version drift; the Lua scripting API isn't perfectly stable across Aseprite releases. Check your Aseprite version against the supported range above, and see the pitfall table in aseprite-mcp-build-flow.md for known version-sensitive spots.
Development
uv sync # installs deps + dev tools (mypy, pytest)
uv run mypy src # required clean before every commit
ASEPRITE_PATH=... uv run pytest tests/ # integration tests need a real binary;
# skip cleanly without one
CLAUDE.md has the full rule set this project is built against.
aseprite-mcp-build-flow.md is the build log — architecture,
milestone-by-milestone findings, and every Aseprite/SDK gotcha discovered while building this,
verified against the real binary rather than assumed from docs.
License
MIT for this project's own code. Aseprite itself is not included — see the licensing note at the top of this file.
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