Ermöglicht es AI Agents, Pixel-Art-Szenen, Charaktere und Landschaften mithilfe eines strukturierten Toolkits zu generieren, zu animieren und zu exportieren.
Auch bekannt als rxolve/pixscii
- Stars
- 3
- Tools
- 25
- Downloads, 30 Tage
- —
- Neueste Version
- 0.5.0
- Letzter Commit
- 27. Okt. 2026
- Lizenz
- MIT
Was ist pixscii MCP?
pixscii ist ein MCP server. Ermöglicht es AI Agents, Pixel-Art-Szenen, Charaktere und Landschaften mithilfe eines strukturierten Toolkits zu generieren, zu animieren und zu exportieren. Er stellt 25 Tools bereit, etwa animate_scene, create, get.
Zusammenfassung generiert aus dem README des Projekts
So installierst du pixscii MCP
Formate geprüft am 10. Nov. 2026Zu Cursor hinzufügenZu Goose hinzufügenpixscii MCP in Claude Code installieren
$ claude mcp add pixscii -- npx -y pixsciipixscii MCP in Cursor installieren
~/.cursor/mcp.json
{
"mcpServers": {
"pixscii": {
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}pixscii MCP in VS Code installieren
.vscode/mcp.json
{
"servers": {
"pixscii": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}pixscii MCP in VS Code CLI installieren
$ code --add-mcp '{"name":"pixscii","type":"stdio","command":"npx","args":["-y","pixscii"]}'pixscii MCP in Claude Desktop installieren
claude_desktop_config.json
{
"mcpServers": {
"pixscii": {
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}pixscii MCP in Codex installieren
$ codex mcp add pixscii -- npx -y pixsciipixscii MCP in Codex config.toml installieren
~/.codex/config.toml
[mcp_servers.pixscii] command = "npx" args = ["-y", "pixscii"]
pixscii MCP in Gemini CLI installieren
$ gemini mcp add -s user pixscii npx -- -y pixsciipixscii MCP in Gemini settings.json installieren
~/.gemini/settings.json
{
"mcpServers": {
"pixscii": {
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}pixscii MCP tools 25
Erkannt aus dem READMEanimate_scenecreategetcharacterconvertsearchcreaturebeinglandscapepixellinerect
| animate_scene | — | |
| create | — | |
| get | — | |
| character | — | |
| convert | — | |
| search | — | |
| creature | — | |
| being | — | |
| landscape | — | |
| pixel | — | |
| line | — | |
| rect | — |
Alle 25 Tools anzeigenWeniger Tools anzeigen
fillmirrorshapesundoinspectsequencecomposetilemapspritesheetanimateexportpalettesrepalette
| fill | — | |
| mirror | — | |
| shapes | — | |
| undo | — | |
| inspect | — | |
| sequence | — | |
| compose | — | |
| tilemap | — | |
| spritesheet | — | |
| animate | — | |
| export | — | |
| palettes | — | |
| repalette | — |
Automatisierte Checks
Geluften am 13. Nov. 2026Vollständiger Bericht →Unsere automatisierten Checks bestanden. Das ist kein Security-Audit: Lies den Code und gib dem Server nur den minimal notwendigen Zugriff. Wie die Checks funktionieren
- Source Repository verknüpft und erreichbarBestanden
- Open Source Lizenz (OSI)Bestanden
- Commit oder Release im letzten JahrBestanden
- Package-Name ähnelt keinem populären PackageBestanden
- Remote Endpoint nutzt HTTPSNicht geprüft
- Destruktive Tools sind markiertBestanden
- Keine versteckten Anweisungen an das ModellBestanden
- Keine kritischen Advisories im Paket oder seinen AbhängigkeitenBestanden
README
Auf GitHub ansehenpixscii
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
| 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 |
creature |
Endless symmetric robots, aliens and critters from a mask and a seed, or an asymmetric nebula |
being |
A 24×24 person, cat or elf as a baby, an adult or old |
landscape |
Generate 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
| 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 |
shapes |
Draw geometry as crisp pixel art: rect, circle, ellipse, polygon, line, curve, with dithered fills and gradients |
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 |
Palette — Recolor by mood
| Tool | Description |
|---|---|
palettes |
List palettes and their named slots (filter by schema) |
repalette |
Switch 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
pixscii MCP Fragen
Wie füge ich pixscii MCP zu Claude Code hinzu?
Führe claude mcp add pixscii -- npx -y pixscii in deinem Terminal aus. Füge --scope user hinzu, damit der Server in jedem Projekt verfügbar ist.
Wie füge ich pixscii MCP zu Cursor hinzu?
Öffne ~/.cursor/mcp.json und füge den Server unter mcpServers hinzu, mit der Cursor-Config aus dem Installationsabschnitt oben.
Welche Tools bietet pixscii MCP?
Er stellt 25 Tools bereit, darunter animate_scene, create, get, character, convert.