Connect-MCP

com.spriteship/spriteship

com.spriteship/spriteship · v1.0.0

Build a game's 2D art layer with your agent: characters, animations, tilesets, levels, 5 engines.

MCPremoteAPI keyMaps & locationImages, video & audio

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Self-reported by AI agents after a Connect-MCP search.

Last check

Reachable, 90 tools, protocol 2025-06-18 · checked 2026-10-17

Test & rating

B 79/100

What it does: 90 tools · 37 read, 53 write (incl. delete/pay) · Maps & location, Images, video & audio

Test call list_projects: needs a key: tool error: { "status": 401, "error": "Invalid or missing API key", "code": "API_KEY_INVALID", "ok": false, "hint": "The A (976 ms)

How the rating is made
  • Answers without login: +30
  • Speed of first answer: +10
  • Lists tools: +10
  • Tool descriptions: +15
  • Parameter descriptions: +6
  • Read/write annotations: +5
  • Safe test call: +8
  • More than 80 tools: -5

Tested 2026-10-17. Fixed rules, no AI model. Grade A needs a successful real call.

Install

Remote URL
https://spriteship.com/mcp

Tools

90 tools listed at last check
  • get_project_export_review FREE. Check all saved maps, character and asset dependencies, choose the starting map/player, and inspect target-runtime compatibility before downloading an editable complete Phaser, Godot or Unity project. Errors block export; custom game code remains your responsibility.
  • start_project_export FREE. Queue a durable complete Phaser, Godot or Unity project export. First review with get_project_export_review and pass its version and selected starting map/player. Returns a job ID immediately; poll get_project_export_status until ready. No generation credits are spent.
  • get_project_export_status FREE. Read a queued export job. Poll queued/running jobs about every two seconds. Ready jobs include the artifact size and expiry; failed jobs explain what to fix before retrying. Use get_project_export_command only once ready.
  • get_project_export_command Return an authenticated shell download command for a ready project export job. This tool checks status first and never starts a build. Run the command outside the model; do not transmit ZIP bytes through MCP. Supports Phaser, Godot and Unity.
  • get_integration_status Free advisory version check. Call once when starting SpriteShip work in a session, passing the version actually read from the installed skill; omit it when unknown. Report an available update with its release summary and manual update guide once, then continue compatible work. Unknown is not outdate
  • whoami Verify the API key and report which powers it has. Returns { userId, username, keyId, keyName, scopes, mapLimits }. mapLimits contains maxMapsPerProject (null means unlimited), maxAreaPx (width × height allowance per map), maxWidthPx and maxHeightPx (independent technical side limits), and canResize
  • get_credits Current credit balance, and optionally the recent ledger. Every ledger entry carries apiKeyId/apiKeyName so you can see exactly what THIS key spent. Check the balance before proposing any paid generation. When the balance will not cover what the user wants, say what IS affordable rather than only th
  • list_projects All of the user's projects: { id, name, gameType, style, itemCount, createdAt, updatedAt }. gameType (platformer / topdown / topdown_overhead / isometric / point_and_click) is the default perspective for new content — read it before generating anything. A character may override that default at creat
  • get_project One project with its description, registered mount slots, and saved style guide. The legacy assetSuggestions field is currently always null because automatic suggestions are disabled; do not poll for it.
  • list_characters Characters with the re-sync signals: contentVersion (opaque change token — compare for equality, never parse or order), hasActiveJob, apiReady, pose/animation counts, tags, favourite. Persist contentVersion per character and re-fetch only when it changes.
  • plan_sync Compare the versions in assets/spriteship/spriteship.lock.json with current SpriteShip state in one call. Returns unchanged/changed/unavailable per character, asset, map, or UI pack; exact animation frame-count/FPS/collision, revision, runtime-intent, map-shape and UI component summaries when the pr
  • get_character The full PhaserCharacter JSON: animations, frameSize, gameType, animationDirection, per-group atlas + spritesheet URLs, poses and mount points. For topdown characters, animationDirection is Luna's saved mode suggestion or the user's last override; preselect it before asking for overhead, four-direct
  • get_character_manifest The self-describing export contract (tizo-export.json manifest + its JSON Schema) without downloading the zip. Use this to learn the Phaser integration shape and field meanings before wiring an export into a game project. Its files[] is a logical canonical inventory, not an exact archive listing; us
  • list_character_poses All poses on a character: { id, name, prompt, status pending|done|error, url, direction, pendingSince, errorCode, creditsRefunded }. This is the poll target after generate_pose — pose generation has no job id. It is also the source of ready pose ids for generate_character_animation poseFirstFrameIds
  • list_assets Assets (Object / Object Collection / staged / background / Environment Kit / Terrain Materials) with slug, hasAnimation, updatedAt, tags and favourite. Wire types remain tileset for collections, terrain for kits and texture for brushable materials. Object was formerly called Static Asset; its API ty
  • get_asset One asset with its revision iterations and typed animation projection. Accepts the asset id OR its slug. New Material assets use the wire-compatible `texture` type and expose a typed `material` block containing the versioned donor recipe and its platformer, topdown, or isometric projection. Legacy t
  • get_custom_fields Typed custom-field definitions for a character or asset, plus the derived builtins ($animation for characters, $autoplay/$loop for animated assets). Per-placement VALUES ride on get_map; map exports bake resolved values and ship fields-schema.json. Read-only here — definitions are edited in the dash
  • get_frames Presigned per-frame thumbnails for a character animation or an asset motion pair — never inline base64. Use format:"sheet" to get ONE index-labeled contact sheet, which lets you judge a whole capture in a single look; that is the intended way to pick which frames to keep before calling select_frames
  • list_maps Level-editor maps with updatedAt and hasMapData. hasMapData:false means the map was never saved and cannot be exported.
  • get_map A map row plus its saved level data, revision and dependency-sensitive contentVersion for plan_sync. Preserve the returned contentVersion in the map lock entry after a successful import. Every placement has an immutable internal id and may have a user-authored mapData.materialRendering v1 snapshots
  • export_map Engine-ready map JSON built from the SAVED level data, preserving placement name/gameplayId and baking custom-field values. Every engine retains materialRendering and materialRenderingResolved when present. Bundles include material-rendering.json and bake styled terrain/areas into PNGs: never apply
  • get_job Poll a background job. Every write tool that returns a jobId is polled here. On status:"error" the response is enriched with failureKind, failureAction, attempt-scoped creditsRefunded, retryCost, retryMode, and retryRecovery. If failureAction is edit_input, change the prompt or reference inputs and
  • get_export_command Build the authenticated download URL + a ready-to-run curl line for a zip export (character engine bundle, asset bundle, or map bundle). Run the curl in your own shell — zips are multi-MB binaries and must not be passed through the model. Phaser character exports may select size 512, 256, 128, or 64
  • select_frames FREE, no AI. Curate which frames an animation keeps, by index into the full capture, in order. Pass an empty array to reset to all frames. Non-destructive: the full capture is retained, so you can re-select at any time. Use get_frames with format:"sheet" first to choose indices. Returns a jobId — po
  • duplicate_animation FREE, synchronous, no AI. Make an exact copy of the CURRENT saved animation under a new slug, preserving its selected frame order, loop/hold settings, compositing, mounts, and rendered pixels. The original is untouched. Returns { jobId: null, animation }; do not poll a job.
  • create_animation_from_pose FREE, no AI. Promote a pose into a real 1-frame animation (a still/idle) that is scaled to match the character's other animations and exports to every engine. Pass poseId "__idle__" to use the character's default image when it has no poses. Returns a jobId — poll get_job.
  • set_asset_runtime_intent FREE and SYNCHRONOUS (no jobId — do not poll). Declare how an asset revision should be rendered at runtime: plain_image, particle_emitter, deformable_strip, repeat_fill, nine_slice or shader_effect. path_follow is accepted only for backward compatibility; do not set it on new assets. Draw and config
  • set_character_collision_roles FREE, synchronous metadata edit. Independent normalized full-frame movement, hurtbox and hitbox bodies. Character movement permits a simple body or none; hurtbox/hitbox also permit compound. Omitted keys stay unchanged; null clears that scoped override; none explicitly disables a role. Scope default
  • set_asset_collision_roles FREE, synchronous metadata edit for an owned revision or collection tileIndex. Each independent role accepts a normalized simple body, disconnected compound, or none. Coordinates refer to the full sprite or padded collection cell; radius is a fraction of width. Omitted roles stay unchanged, null cle
  • set_asset_collision_body FREE and SYNCHRONOUS (no jobId — do not poll). Author the PHYSICS shape a game should build its collider from for an asset revision: rect, circle, polygon, compound of 1..16 simple disconnected bodies, or none, in NORMALIZED coordinates (0..1 fractions of the sprite/tile cell, origin top-left; a cir
  • cancel_job FREE. Abort a running job. Failed/incomplete provider work is refunded automatically. If the job is waiting for directional-pose approval, its successful reusable 360 and pose charges are retained; no dependent animation has started. Use this when a generation is clearly going wrong rather than lett
  • approve_automatic_pose_fallback Successful automatic poses now continue without review, including imports. Four-direction setup stays automatic and eight-direction keeps its existing selection. Imported generation preserves source rendering rather than project style. Use this tool only when get_job returns a pending automaticPoseF
  • approve_directional_poses FREE approval checkpoint. Use only when get_job returns status:"waiting_approval", wizardPhase:"waiting-directional-pose-approval", and directionalPoseReview. Present every returned previewUrls to the user and let them adjust or review the proposed frameIndices and poseScales. If any remain unreview
  • frame_animation FREE, and NO AI AT ALL — no video model, no credits, nothing to approve. The tiles of a tileset/staged asset ARE the frames: give the tile indices in playback order (repeats allowed) and they are composited into a real spritesheet animation on that asset, exportable to every engine. This is how you
  • rebuild_character FREE, no AI. Re-render one animation from its durable cached frames by passing animation. This is the repair/refresh tool: use it when a sheet looks stale or wrong after a series of edits, or when a previous rebuild failed. It never re-generates art, so it cannot change what the character looks like
  • mirror_animation FREE, no AI. Flip every cached frame of ONE animation horizontally and rebuild it — the cheap way to get walk_left from walk_right. NOT idempotent: calling it twice flips the animation back to its original orientation, so call it once and check the result before calling again. Frame count and order
  • rematte_animation FREE, no AI. Try a cleaner background removal on ONE animation's source video — the repair for a quality read showing deliveredIssues containing "matte" (green fringe, flickering holes, ragged edges). The cleaner version is kept ONLY if it measures better, so this can never make the animation worse;
  • phase_split FREE, no AI. Carve ONE multi-state clip into separate game-phase animations by frame windows — the classic case is a jump becoming crouch/rise/fall/land, with fall looping while airborne and the rest playing once. Each phase becomes a real exportable animation; the source animation is untouched. Jum
  • reprocess_asset FREE and SYNCHRONOUS (no jobId — do not poll), no AI. Rebuild a staged, tileset, or terrain collection's presentation layout: anchor chooses the shared fixed point and cellOffsets apply per-item nudges. Modern manifest revisions are recomposed from their independent item PNGs and are never re-sliced
  • create_project FREE and SYNCHRONOUS (no jobId — do not poll). Creates the container everything else needs: characters and assets are created INSIDE a project, and the project's gameType is what decides how they are drawn and animated. Also seeds a starter level map, so the game preview has something real to render
  • create_character PAID (standard 1K: 60 credits; 2K: 100; 4K: 150; premium models may differ). Generate a NEW character from a text prompt. This is the entry point for building art from nothing — call create_project first if the user has no project. Artwork is strictly text-free by default: no labels, captions, lette
  • generate_character_animation PAID, and the cost MULTIPLIES BY THE NUMBER OF ANIMATIONS (each is its own image-to-video call; Wan 3.0 costs 150 credits/second, so its default 2-second clip is 300 credits). All frames are text-free by default: no subtitles, captions or invented writing. This is real motion — a walk cycle, an atta
  • generate_character_turn PAID (200 credits — ONE 2-second rotation video), except retrying the exact failed job is FREE while its provider task/result or validated stored source survives. The default dry run reports 0 credits and recovery:"stored_artifact" in that case; confirmation revives the same job and never starts ano
  • resume_pose FREE. Resume a failed pose when list_character_poses reports removalRecoveryAvailable. Reuses the saved image; never generates or charges for another image. Respect the retry-after time on cooldown errors, then poll list_character_poses.
  • generate_pose PAID (standard 1K: 60 credits; 2K: 100; 4K: 150; premium models may differ). Generate a new pose for a character from a text description. DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { poseId } once executed; poses have no jobId, so poll list_character_poses until status is done or
  • animate_asset PAID (image-to-video; Wan 3.0 costs 150 credits/second, so each default 2-second pair is 300 credits; total cost scales with duration × pair count). Animate ANY asset type — the animation lands on the source asset and its still image is preserved. For grid assets (tileset/staged) pass pairs of tile
  • revise_asset PAID. Generate a new revision of an asset from feedback text. The previous revision is kept — revisions are additive, never destructive. Environment Kit (`terrain`) assets also accept the legacy templateId to pull a whole category pack (edges / grounds / props / slopes / textures / structures). Pass
  • regen_asset_pair PAID (Wan 3.0 costs 150 credits/second: 300 credits at the default 2-second settings). Re-run video generation for a SINGLE motion pair of an animated asset, leaving its other pairs alone. The new take lands as an additional iteration on that pair — earlier takes are preserved. DEFAULTS TO A COST PR
  • convert_texture_to_material FREE and SYNCHRONOUS, no AI. Copies a legacy repeat-xy texture into a new immutable Brushable Material revision; the original revision is preserved. Topdown/isometric conversions can be ready immediately when the legacy seam check passed. Platformer conversions are marked needs-review because the ol
  • fix_asset_seams LEGACY ONLY; new Brushable Materials reject this operation because they use world-space sampling. PAID (60 credits per standard-model edit attempt; use the dry-run quote). Make an old texture tile seamless. Legacy textures were created as raw grid cells, so CHECK get_asset first: metadata.seamless.s
  • create_asset PAID (one image call). Creates a NEW asset from a prompt in any of the six types. The default dry run now returns a strictly text-free artwork brief: no captions, labels, lettering, digits or pseudo-writing unless the user explicitly requests specific intrinsic writing on an object. Environment Kit
  • retry_job FREE when the original KIE task or a validated stored artifact can be recovered; otherwise PAID only for the sub-steps that still need to run. Re-runs the FAILED step of a job whose status is "error" — the prompt, model and every setting are already on the job, so this is the cheap way out of a fail
  • generate_project_intake PAID but very cheap and SYNCHRONOUS. Use this for a broad game vision, story, or mood before create_project. Returns a proposed project name, game type, art style, world description, creative guidance, and a validated styleGuide object ready to pass unchanged to create_project. It stores nothing and
  • generate_project_vision PAID but very cheap (one configured text-model call) and SYNCHRONOUS — the result comes back in this response, there is no jobId to poll. Turns a rough game idea into { aiVision, aiPromptGuidance, aiNegativeGuidance }: a written creative direction plus the positive/negative guidance to reuse in late
  • suggest_motion_hint PAID but very cheap (one configured text-model call) and SYNCHRONOUS — returns { hint, cost } inline, no jobId. Reads a STAGED asset's prompt plus the stage pairs you intend to animate and writes the one-sentence motion description to pass as animate_asset's motionHint. Use it when you are about to
  • get_subscription_allowances Read the currently enabled subscriber benefits and their separate monthly limits, caps and balances. Disabled benefits return zeroed values and cannot be used. Unused units accumulate up to three monthly grants while the feature is enabled. These are not generation credits.
  • retry_unusable_result Quality Retry is the subscription compensation for AI art that invents details, ignores the request, or arrives unusable, letting the user try again without asking support for a credit refund. Costs ONE quality retry and ZERO credits; it is not a refund and preserves the original. Use get_subscripti
  • import_asset_image Free imports: import ONE still PNG or WebP as an Object or Character. Unlimited for every account, including free users, with zero credits and no subscription or allowance check. Before uploading, tell the user: transparency required, one clear complete subject, clean edges, consistent project style
  • list_ui_packs List owned UI Packs, optionally within a project.
  • get_ui_pack Read components, immutable revisions, capabilities, fonts and batch progress. Artwork URLs expire; native engine capability gaps are not successful tests.
  • get_ui_pack_batch_recovery Read original PNG dimensions, expiring image URL, source hash, and exact delivered/missing slots for an illustrated batch needing review. Inspect artwork before choosing crops.
  • resume_ui_pack_batch FREE. Resume background removal when a failed/uncertain illustrated batch reports removalRecoveryAvailable. Reuses its saved artwork and original billing identity. Respect cooldown errors; never create a replacement paid batch.
  • recover_ui_pack_components Crop missing slots from a retained original PNG after visual review. No provider call or credit charge. Supply original-pixel rectangles and the current source hash; already delivered siblings remain untouched. Inspect validation after recovery.
  • get_ui_pack_batch Read one paid batch and retained source URL; provider completion does not prove usable component delivery.
  • list_ui_fonts Read the retained licensed Google Fonts catalog. Existing font selection, preview and export cost zero customer credits.
  • get_project_style_guide Read the current guide; old projects without an adopted guide receive an initial suggestion. Existing assets retain their saved guide versions.
  • save_project_style_guide Adopt a new immutable guide revision with optimistic concurrency. Colors, typography and camera apply to future generation, never silently rewrite prior assets.
  • suggest_project_style Suggest palette, treatment and existing font IDs from the available catalog. Free to customers; suggestions require explicit save to adopt.
  • create_ui_pack Create an empty project-owned UI Pack with its guide snapshot. Free; generation is a separate quoted action.
  • save_ui_pack_style Save a pack-specific style for future quotes using the current pack updatedAt. Free; preserves project defaults and existing component revisions. A stale timestamp is rejected.
  • validate_ui_component_layout Revalidate an exact current revision and apply only proven deterministic runtime layout repairs, including bar fill openings, panel text/slice regions, and explicitly named SVG button-state separation. Free; preserves original sources. This is not arbitrary SVG artwork editing and cannot promise a s
  • generate_ui_pack Get a cost preview for an exact component list and batch breakdown, then generate using the returned signed quote. Every paid raster/SVG batch is 100 credits; one pack action can contain several batches. Fonts are free. Defaults to dry-run; never alter the quote.
  • revise_ui_pack_png Get a cost preview for a 100-credit selected PNG revision, then pass its signed quote to execute. SVG artwork editing is Phase 2; it is not enabled by this tool. Siblings and prior revisions remain available.
  • rename_ui_component Rename an owned component for free. Supply its current name as expectedName to reject stale edits. Preserves IDs, artwork and historical revisions; re-sync updates its exported display name.
  • save_ui_component_defaults Save supported fill, text and layout values for an exact current revision. Free and deterministic; cannot manufacture unsupported capabilities or edit arbitrary SVG geometry.
  • replace_ui_component_png Save a locally edited PNG, revalidate behavior metadata and preserve the prior revision. Free. Maximum PNG 4 MB and 2048 pixels per axis; no SVG artwork editing.
  • create_ui_composition Create a free static composition of existing icon/frame revisions; indicators and functional widgets remain independent. No new image generation.
  • get_ui_pack_export_command Return an authenticated curl command for a whole/selected UI Pack ZIP or component source. Run locally; never put multi-MB ZIP data into model context. Phaser has browser behavior coverage; Godot/Unity native acceptance is pending; GameMaker/Unreal deliver artwork, Tiled transports metadata. Recover
  • run_map_playtest FREE bounded browser-free route/clearance or deterministic controller replay. Choose exactly one saved mapId or prepared draftId. Returns map hash, declared body/profile, trace, events, diagnostics and limitations. A passed movement test is not proof of combat, scripts or destination-engine gameplay
  • map_project_library Read owned project maps, reusable detached assemblies, destination spawn IDs, room links and broken-link diagnostics. No browser required.
  • map_workbench_context Read saved camera, reference brief, gameplay, assemblies, links, tests and per-engine support. Runtime availability is distinct from playability evidence.
  • prepare_map_edits FREE. Apply up to 200 stable-ID operations against expectedRevision. Returns a validated draft and semantic diff without changing the live map. Preview/test then use commit_map_draft. Settings use null to remove optional values. Deleting referenced objects must repair their dependencies in the same
  • map_authoring_context Read project art, material recipes, limits, shape classes, current map JSON and revision. Inspect the returned artwork visually before selecting assets. Read your game code to establish movement/mechanics; SpriteShip fields are flexible metadata.
  • map_authoring_schema Read the authoritative JSON Schema before composing a map. Use assetRef instead of inventing image URLs. Shapes, custom properties and paths retain their existing editor meanings.
  • prepare_map_draft FREE. Resolve owned artwork and validate a complete editable map without changing the live map. Preserve stable placement IDs on edits and pass expectedRevision from context. Returns immutable draft ID/hash and graph-only topology report. Inspect canonical overview and camera-sized region images bef
  • get_map_draft Read a prepared map draft, resolved document, hash and expiry.
  • preview_map_draft FREE. Render the actual map composition using canonical terrain/export rendering. Omit viewport for an overview, or request world-pixel viewport and scale for camera-sized inspection (2048px output limit). Inspect this image and fix problems before saving; image output is sufficient for visual revie
  • commit_map_draft FREE. Commit the exact draftHash as a recoverable revision. The existing map must still match its expectedRevision; conflicts require re-reading and merging the user’s changes. Reuse requestId for retry. The map immediately opens in the normal editor.
  • list_map_revisions List recoverable map revisions from editor and agent saves.
  • restore_map_revision FREE. Restore a saved revision as a new revision, preserving history. Pass the latest expectedRevision and reuse requestId on retry.

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