Endpoints: 28,729MCP servers: 18,413Payout addresses: 2,071Paid calls: 1,537Letters: 14Defects: 1,323counted 3 min ago
teppi

MCP servercom.spriteship/spriteship

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

Overview

Score?
UNRATED 0.789
of what a free look can see, on 31 looks
Looks
36
last 4 hr ago
Tools
90
changed 3 days ago

More info

URL
spriteship.com/mcp
streamable-http
Says it is
spriteship 1.1.0
protocol 2025-06-18
In the record since
32 days ago

Among servers18,413 with a card

0median 0.606 · this server 0.789 · highest on record 0.8561

Toolsfrom sha256:c00217c2ad…9cea2c · +18 −0 3 days ago

The tools this server lists, read out of the definition it returned
ToolSchema
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 an
input · no output
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 generatio
input · no output
approve_directional_poses
FREE approval checkpoint. Use only when get_job returns status:"waiting_approval", wizardPhase:"waiting-directional-pose-approval", and directionalPoseReview. Present every returne
input · no output
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 char
input · no output
commit_map_draft added
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. Reu
input · no output
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 c
input · no output
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__
input · no output
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
input · no output
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 — ca
input · no output
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 d
input · no output
create_ui_composition
Create a free static composition of existing icon/frame revisions; indicators and functional widgets remain independent. No new image generation.
input · no output
create_ui_pack
Create an empty project-owned UI Pack with its guide snapshot. Free; generation is a separate quoted action.
input · no output
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 rend
input · no output
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 materialRende
input · no output
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
input · no output
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 allowe
input · no output
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
input · no output
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 r
input · no output
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 dryRu
input · no output
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 descriptio
input · no output
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, a
input · no output
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 c
input · no output
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 typ
input · no output
get_character
The full PhaserCharacter JSON: animations, frameSize, gameType, animationDirection, per-group atlas + spritesheet URLs, poses and mount points. For topdown characters, animationDir
input · no output
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 bef
input · no output
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 propos
input · no output
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 ge
input · no output
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 m
input · no output
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 ju
input · no output
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 avail
input · no output
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 creditsRefun
input · no output
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 i
input · no output
get_map_draft added
Read a prepared map draft, resolved document, hash and expiry.
input · no output
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 disabl
input · no output
get_project_export_command added
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 tra
input · no output
get_project_export_review added
FREE. Check all saved maps, character and asset dependencies, choose the starting map/player, and inspect target-runtime compatibility before downloading an editable complete Phase
input · no output
get_project_export_status added
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.
input · no output
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.
input · no output
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 accumul
input · no output
get_ui_pack
Read components, immutable revisions, capabilities, fonts and batch progress. Artwork URLs expire; native engine capability gaps are not successful tests.
input · no output
get_ui_pack_batch
Read one paid batch and retained source URL; provider completion does not prove usable component delivery.
input · no output
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.
input · no output
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
input · no output
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. B
input · no output
list_assets
Assets (Object / Object Collection / staged / background / Environment Kit / Terrain Materials) with slug, hasAnimation, updatedAt, tags and favourite. Wire types remain tileset fo
input · no output
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 — p
input · no output
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, favouri
input · no output
list_map_revisions added
List recoverable map revisions from editor and agent saves.
input · no output
list_maps
Level-editor maps with updatedAt and hasMapData. hasMapData:false means the map was never saved and cannot be exported.
input · no output
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
input · no output
list_ui_fonts
Read the retained licensed Google Fonts catalog. Existing font selection, preview and export cost zero customer credits.
input · no output
list_ui_packs
List owned UI Packs, optionally within a project.
input · no output
map_authoring_context added
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 esta
input · no output
map_authoring_schema added
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.
input · no output
map_project_library added
Read owned project maps, reusable detached assemblies, destination spawn IDs, room links and broken-link diagnostics. No browser required.
input · no output
map_workbench_context added
Read saved camera, reference brief, gameplay, assemblies, links, tests and per-engine support. Runtime availability is distinct from playability evidence.
input · no output
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 anima
input · no output
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 ai
input · no output
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 pac
input · no output
prepare_map_draft added
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. Retur
input · no output
prepare_map_edits added
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_dra
input · no output
preview_map_draft added
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 inspecti
input · no output
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 o
input · no output
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 delive
input · no output
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 pair
input · no output
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 h
input · no output
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 dis
input · no output
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.
input · no output
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
input · no output
restore_map_revision added
FREE. Restore a saved revision as a new revision, preserving history. Pass the latest expectedRevision and reuse requestId on retry.
input · no output
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
input · no output
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
input · no output
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 whos
input · no output
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 cr
input · no output
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 acc
input · no output
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
input · no output
run_map_playtest added
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, ev
input · no output
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.
input · no output
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.
input · no output
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.
input · no output
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 reta
input · no output
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
input · no output
set_asset_collision_roles added
FREE, synchronous metadata edit for an owned revision or collection tileIndex. Each independent role accepts a normalized simple body, disconnected compound, or none. Coordinates r
input · no output
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
input · no output
set_character_collision_roles added
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
input · no output
start_project_export added
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 j
input · no output
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 ani
input · no output
suggest_project_style
Suggest palette, treatment and existing font IDs from the available catalog. Free to customers; suggestions require explicit save to adopt.
input · no output
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 but
input · no output
whoami
Verify the API key and report which powers it has. Returns { userId, username, keyId, keyName, scopes, mapLimits }. mapLimits contains maxMapsPerProject (null means unlimited), max
input · no output
Verify it yourselfnpx teppi-check https://spriteship.com/mcpcurl -s https://api.teppi.xyz/v1/trust/mcp/mcs_01M1FZ293N7DNSWJ5KAC2B0899