pixscii
A pixel art animation MCP server for AI agents, enabling scene generation, sprite drawing, and PNG export with zero latency.
README
pixscii
LLMs can't draw. This MCP can. A pixel art animation toolkit for AI agents.
Sister project of artscii. While artscii provides terminal ASCII art, pixscii gives AI agents a full pixel art workbench — generate characters, animate scenes, draw sprites, and export PNGs. Offline, deterministic, zero latency.
One Call Animation
animate_scene {
"width": 128, "height": 48,
"background": { "tiles": [["tree","grass","grass","sand","stone","wall","wall","door"]] },
"actors": [
{ "seed": "hero", "species": "human", "armor": "plate", "weapon": "sword",
"motion": "walk", "from": {"x":0,"y":28}, "to": {"x":96,"y":28} },
{ "seed": "mage", "species": "elf", "armor": "cloth", "weapon": "staff",
"motion": "walk", "from": {"x":-16,"y":30}, "to": {"x":72,"y":30} },
{ "seed": "guard", "species": "skeleton", "motion": "idle",
"from": {"x":108,"y":28}, "to": {"x":108,"y":28} }
],
"frames": 24, "delay": 150
}
One tool call. 3 characters, tiled background, 24 frames. 9ms.
The LLM translates a scene description into structured input. pixscii executes it instantly.
Quick Start
npx pixscii
Or add to your MCP client config:
{
"mcpServers": {
"pixscii": {
"command": "npx",
"args": ["-y", "pixscii"]
}
}
}
Tools (19)
High-Level — Full scenes in one call
| Tool | Description |
|---|---|
animate_scene |
Text description → animated scene with characters, background, and motion |
Source — Create or load a canvas
| Tool | Description |
|---|---|
create |
New blank canvas with optional fill color |
get |
Load a bundled sprite into an editable canvas |
character |
Generate a procedural pixel character |
convert |
Quantize any image (URL or base64) to pixel art |
search |
Browse the sprite library |
Mutate — Draw on a canvas
| Tool | Description |
|---|---|
pixel |
Set individual pixels (batch up to 512) |
line |
Bresenham line between two points |
rect |
Rectangle — outline or filled |
fill |
Flood fill from a point (with leak detection) |
mirror |
Mirror left half to right half |
undo |
Revert the last drawing operation |
Observe — Read the canvas state
| Tool | Description |
|---|---|
inspect |
View the canvas as a hex character grid |
Compose & Output
| Tool | Description |
|---|---|
sequence |
Animate actors across a scene with per-frame positions |
compose |
Layer multiple canvases/sprites into a scene |
tilemap |
Build a map from a tile grid |
spritesheet |
Stitch frames into a single PNG (horizontal/vertical/grid) |
animate |
Animate a sprite with pixel motion (idle, walk, attack...) |
export |
Render a canvas to scaled PNG |
Three Layers of Control
Layer 1: animate_scene → full scene in one call (fast path)
Layer 2: sequence/compose → manual frame composition (precise control)
Layer 3: pixel/line/rect → individual pixel editing (full control)
Start with animate_scene for a fast draft. Drop to lower layers to refine.
Example: One-Call Scene Animation
→ animate_scene {
width: 80, height: 40,
background: { tiles: [["grass","grass","stone","wall","door","wall"]] },
actors: [{
seed: "hero-girl", species: "human", armor: "cloth",
motion: "walk", from: {x:0, y:24}, to: {x:60, y:24}
}],
frames: 16, delay: 120
}
← 16 frame PNGs + frame_ids
→ spritesheet { frames: [frame_ids], direction: "horizontal" }
← single strip PNG with all 16 frames
Two calls: one to generate, one to assemble. Done.
Example: Drawing a Sprite from Scratch
→ create { width: 16, height: 16, fill: "." }
← canvas_id + hex grid
→ rect { canvas_id, x: 3, y: 5, w: 10, h: 9, color: "1" }
→ fill { canvas_id, x: 7, y: 7, color: "8" }
← filled: 56 pixels, leaked: false (grid returned — agent verifies)
→ inspect { canvas_id }
← agent reads grid, spots issue, fixes with pixel tool
→ export { canvas_id, scale: 4 }
← 64x64 PNG
The Hex Grid Protocol
Every pixel is one character. The agent reads and writes in the same alphabet:
0-F = PICO-8 palette colors (0=black, 7=white, 8=red, ...)
. = transparent
0123456789ABCDEF
0: ................
1: .....111111.....
2: .....177771.....
3: .....177771.....
4: ...1111111111...
5: ...1888888881...
6: ...1788888881...
~80 tokens for a full 16x16 sprite. The LLM reads this like source code and reasons about it spatially.
Bundled Assets
22 sprites across 4 categories:
- Items: sword, shield, potion, key, bow, coin
- Tiles: grass, stone, water, wall, door, tree, sand, dirt
- Effects: slash, sparkle, explosion, heal
- UI: heart-full, heart-empty, arrow-up, cursor
648 procedural characters: 4 species (human, elf, dwarf, skeleton) x 3 armors x 3 weapons x 3 helms x 6 skin tones.
3 palettes: pico8 (default), grayscale, gameboy
6 motion types: idle, walk, attack, hurt, bounce, blink
CLI
npx pixscii import sprite.png --id my-sword --category items
npx pixscii export sword --scale 4 --out sword.png
Development
npm install
npm run dev # Start MCP server (stdio)
npm run build # Compile TypeScript
npm test # Run tests
License
MIT
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