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pixscii

pixscii

Local
github.com/rxolveOther3Updated 1d ago

About pixscii

pixscii is an offline pixel-art and animation toolkit for AI agents, with MCP tools for creating characters, scenes, sprites, and PNG exports. It ranges from one-call scene generation to individual-pixel editing.

Key features

  1. 01Generate characters and landscapes
  2. 02Draw and edit pixel canvases
  3. 03Compose scenes and tilemaps
  4. 04Animate sprites and scene actors
  5. 05Recolor with named palettes
  6. 06Export canvases as PNG

Use cases

  1. 01Creating pixel-art game characters
  2. 02Animating a scene from structured input
  3. 03Building tiled backgrounds for sprites
  4. 04Exporting sprite art for projects

MCP support

pixscii exposes 25 pixel-art tools through an MCP server, including drawing, composition, animation, palette changes, and export.

Configuration

Local server config is the same for every client. Copy it into your client’s MCP config file.

mcp.json · Universal config
{
"mcpServers": {
"rxolve-pixscii": {
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}
Run commandnpx -y pixscii

Local servers need a runtime on your machine (e.g. Node.js 18+). Config file locations differ by client; see your client’s docs.

Packages
npmpixscii0.5.0

Tools

No tool list yet

Local servers expose tools only once running on your machine, and the maintainer has not provided a tool list.

Details

From the project 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 (25)

High-Level — Full scenes in one call
ToolDescription
animate_sceneText description → animated scene with characters, background, and motion
Source — Create or load a canvas
ToolDescription
createNew blank canvas with optional fill color
getLoad a bundled sprite into an editable canvas
characterGenerate a procedural pixel character
convertQuantize any image (URL or base64) to pixel art
searchBrowse the sprite library
creatureEndless symmetric robots, aliens and critters from a mask and a seed, or an asymmetric nebula
beingA 24×24 person, cat or elf as a baby, an adult or old
landscapeGenerate a landscape from a seed: sky by time of day, sun or moon, stars, clouds, mountains, hills, sea, forest, ground, rain
Mutate — Draw on a canvas
ToolDescription
pixelSet individual pixels (batch up to 512)
lineBresenham line between two points
rectRectangle — outline or filled
fillFlood fill from a point (with leak detection)
mirrorMirror left half to right half
shapesDraw geometry as crisp pixel art: rect, circle, ellipse, polygon, line, curve, with dithered fills and gradients
undoRevert the last drawing operation
Observe — Read the canvas state
ToolDescription
inspectView the canvas as a hex character grid
Compose & Output
ToolDescription
sequenceAnimate actors across a scene with per-frame positions
composeLayer multiple canvases/sprites into a scene
tilemapBuild a map from a tile grid
spritesheetStitch frames into a single PNG (horizontal/vertical/grid)
animateAnimate a sprite with pixel motion (idle, walk, attack...)
exportRender a canvas to scaled PNG
Palette — Recolor by mood
ToolDescription
palettesList palettes and their named slots (filter by schema)
repaletteSwitch a canvas to another palette: same schema keeps pixels, others map by slot name or nearest color

Shapes: Write Geometry, Get Pixels

LLMs can't place pixels well, but they write coordinates fine. shapes rasterizes geometry at pixel centers with no anti-aliasing, so every pixel is one palette index. Soft fills come from ordered dithering:

shapes {
  "width": 128, "height": 72, "palette": "scene-dusk",
  "shapes": [
    { "type": "rect", "x": 0, "y": 0, "w": 128, "h": 46, "fill": { "gradient": ["sky-top", "sky-mid", "sky-low"] } },
    { "type": "circle", "cx": 92, "cy": 40, "r": 9, "fill": "sun" },
    { "type": "polygon", "points": [[0,46],[22,26],[40,38],[62,20],[90,42],[128,40],[128,48],[0,48]], "fill": "far" },
    { "type": "rect", "x": 0, "y": 46, "w": 128, "h": 26, "fill": { "gradient": ["water", "near"] } },
    { "type": "curve", "points": [[34,56],[44,44],[56,56]], "color": "accent" }
  ]
}

Then repalette to scene-sea or scene-night for the same picture in another mood. In code: drawShapes(sprite, shapes, palette).

Landscapes from a Seed

landscape builds a whole scene from a seed in the scene schema, so one seed is one place you can show in any mood:

landscape { "seed": "harbor-town", "preset": "dusk" }
landscape { "seed": "harbor-town", "preset": "dusk", "palette": "scene-night" }
landscape { "seed": "pine-ridge", "time": "dawn", "layers": ["sky", "sun", "mountains", "forest", "ground"] }

Presets match the scene palettes: dawn, home, school, night, sea, storm, window, forest, dusk, stars. Layers: sky (dithered gradient), stars, sun or moon (with a halo, and glitter on water), clouds, mountains (midpoint-displacement ridge), hills (value noise), sea (waves), forest (pines and round trees), ground, rain. Default size 128×72. In code: landscape({ seed, preset }).

Creatures and Beings

creature mirrors a mask filled by the seed (body, maybe-body, empty), drops stray pixels, outlines it, lights it from the top and gives it eyes. Kinds: robot, alien, critter, plus nebula (asymmetric noise cloud with caught stars). being draws a person, cat or elf at a life stage from shapes: babies have big heads and no legs, old people white hair and a cane, old elves a staff, old cats a rounder body and a lowered tail.

creature { "seed": "voyager-7", "kind": "robot" }
being { "species": "elf", "stage": "old", "palette": "scene-forest" }

Both use the scene schema, so they sit on a landscape in the same palette.

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.

13 palettes: pico8 (default), grayscale, gameboy, and 10 scene moods (scene-dawn, home, school, night, sea, storm, window, forest, dusk, stars)

The scene palettes share one schema: the same 16 named slots (ink, sky-top, sky-mid, sky-low, sun, cloud, far, mid, near, ground, water, foam, accent, skin, cloth, light). Draw once with those slots, then render with any scene palette to get the same picture in another mood. In code: SCENE.ground, slotIndex(palette, 'water'), remapPalette(sprite, from, to).

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

Use in the Browser: pixscii/core

Everything that draws, composes and renders also runs without Node. pixscii/core has no Node built-ins, no sharp and no MCP:

import { createEmpty, drawRect, registerPalette, getPalette, renderToRGBA } from 'pixscii/core';

registerPalette({
  id: 'dusk',
  name: 'Dusk',
  colors: [
    { index: 0, hex: '#1A1016', name: 'sky' },
    { index: 1, hex: '#E88FB0', name: 'sun' },
    { index: 2, hex: '#3A2433', name: 'ground' },
  ],
});

let scene = createEmpty(32, 18, 0);
scene = drawRect(scene, 13, 4, 6, 6, 1, true);
scene = drawRect(scene, 0, 12, 32, 6, 2, true);

const { width, height, data } = renderToRGBA(scene, getPalette('dusk'), 8);
canvas.getContext('2d')!.putImageData(new ImageData(new Uint8ClampedArray(data), width, height), 0, 0);

Bundled sprites, palettes and characters load through an asset source. In Node the MCP server and CLI use the files in sprites/. Elsewhere, pass anything that can read those files:

import { setAssetSource, loadPalettes } from 'pixscii/core';

setAssetSource({
  readJSON: (file) => fetch(`/pixscii/sprites/${file}`).then((r) => r.json()),
  list: async (dir) => (dir === 'palettes' ? ['pico8.json', 'gameboy.json', 'grayscale.json'] : []),
});
await loadPalettes();

Development

npm install
npm run dev      # Start MCP server (stdio)
npm run build    # Compile TypeScript
npm test         # Run tests
src/core/   pure TypeScript, runs anywhere (exported as pixscii/core)
src/node/   sprites/ on disk, PNG encode and image import (sharp), CLI
src/mcp/    MCP server and tools

src/core/boundary.test.ts fails if anything in core imports a Node built-in, sharp, MCP or a file outside core.

See ROADMAP.md for where pixscii is going: shapes, procedural landscapes and creatures.

License

MIT

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