sprite-canon
Provides tools for creating per-project sprite consistency rules, verifying sprite frames with numeric checks, and deterministically repainting sprite regions to preserve shading and silhouettes.
README
sprite-canon
MCP server that keeps AI-generated game sprites looking like ONE game.

One character, three outfits — the blue and red rows are sprite_repaint calls, not regenerations. Same shading order, same silhouette, same result every time.
AI generators are great at making a pretty sprite and terrible at making it match the last one. Ask for the same character twice and the palette drifts, the outfit mutates, the new hat floats 3 pixels above the head — each asset is fine alone, and the game looks wrong assembled. Regenerating "until it matches" doesn't converge; it burns money and you can't diff the result.
sprite-canon takes the opposite approach, extracted from a real game project that generated ~4,000 frames and learned every lesson the hard way:
- Your consistency rules become data — a
sprite-canon.json("the canon") holding the palette, named colour regions (skin, outfit, outline…), relative scale, and check thresholds. Committed next to your assets. - Verification is numeric, not visual. You cannot eyeball 96 outfit variants × 8 directions × 4 frames.
sprite_verifyreturns hard pass/fail numbers for the defects that actually ship: off-palette pixels, accessories that jitter between frames, a region that's bright from behind and dark from the front, a repaint that touched the face. - Fixes are deterministic pixel operations, not regeneration. Repainting a region onto a new colour ramp preserves shading and silhouettes, never touches protected regions, and produces the same output every time. An outfit variant is one tool call, not a prompt lottery.
Install
Claude Desktop — one file, no config
- Download
sprite-canon.mcpbfrom the latest release. - In Claude Desktop, open Settings → Extensions (☰ menu → File → Settings on Windows).
- Drag the
.mcpbfile into the Extensions page, review, and click Install.
(Double-clicking the file also works if your OS has the .mcpb association registered — drag-and-drop always works. Alternative: Extensions → Advanced settings → Install Extension → pick the file.)
That's the whole install: the bundle ships its own dependencies, and Claude Desktop provides the Node runtime. Requires the Claude Desktop app — for Claude Code see below.
Claude Code / other MCP clients
git clone https://github.com/useka12-eng/sprite-canon
cd sprite-canon && npm install
Then register in your project's .mcp.json (or any MCP client config):
{
"mcpServers": {
"sprite-canon": {
"command": "node",
"args": ["/path/to/sprite-canon/src/mcp/server.mjs"]
}
}
}
Requires Node 18+. No native dependencies — the PNG/GIF codecs are self-contained.
Build the bundle yourself
npx @anthropic-ai/mcpb pack . dist/sprite-canon.mcpb
Tools
| Tool | What it does |
|---|---|
canon_init |
Create the canon; learn the palette from sample images (colours used ≥ N times — rarer ones are usually anti-aliasing noise) |
canon_learn |
Define a region by sampling a few pixels, listing colours, or an HSL rule. Records the region's luminance range. Mark face/outline protected |
canon_info |
Show the resolved canon + census a file against it (unmatched pixels = gaps in your region definitions) |
colors_inspect |
List colours actually used, by frequency and luminance — raw material for canon decisions |
sprite_measure |
Per-frame anatomy (bbox, cap/head width, waist row, first row of each region) + cross-frame jitter |
sprite_verify |
Numeric checks: palette, jitter, spread, protected, leftover, scale |
sprite_repaint |
Deterministically recolour a region onto a dark→light ramp; protected regions are untouchable |
sprite_sheet |
Zoomed contact sheet returned inline as an image — judge consistency on sheets, not in-game |
gif_patch |
Lossless GIF ops: palette substitution across all colour tables (zero generation loss), retiming |
Inputs can be PNGs, animated GIFs, or PNG spritesheets (cellW/cellH).
The workflow
canon_init → learn the palette from your existing good assets
canon_learn → sample skin / outfit / outline once; mark face + outline protected
sprite_measure → read the numbers before placing anything ("where do the eyes start?")
sprite_repaint → make variants deterministically (outfits, teams, seasons)
sprite_verify → prove it: face untouched, nothing left over, no jitter, on palette
sprite_sheet → look at the result as a sheet, zoomed, before it enters the game
Does it generalize?
We blind-tested the full workflow on three freshly generated subjects in foreign styles — a 64px animated fox GIF, a 32px robot spritesheet, a 48px hooded merchant PNG — each driven end-to-end by an independent agent. All passed; the misses are documented too. Read the validation report.
Lessons this tool encodes
These are not hypothetical — each one shipped as a real defect first:
- Measure, don't assume proportions. A hat brim placed at "52% of head height" landed exactly on the eyes: on a 20px head the eyes are 7–9px from the top, so every fixed ratio hits them.
sprite_measurereports where the face actually starts, per frame. - Repaint with a fixed luminance range. Normalising per image maps the same source colour to different outputs depending on how much of the region is visible — our hat was bright from behind, dark from the front. The canon records each region's range once; repaint always uses it.
- Protect regions structurally. "Be careful around the face" fails at scale.
protected: truemeans repaint cannot touch it and verify proves it didn't. - Patch GIF palettes, don't re-encode. An indexed GIF's colours live in its colour tables — global and per-frame local ones (patching only the global table is the classic half-fix). Substituting table entries re-dresses every frame in perfect sync with zero loss.
- Region definitions have gaps; census them. 12 stray pixels of the old colour surviving a repaint is invisible to the eye and obvious to
leftover. When it fires,canon_info's census shows which colours your regions don't cover.
The scale table
sprite_verify's scale check reads canon.scale.heights — relative sizes in units of a reference asset (the entry equal to 1). No tool writes this section yet; add it to sprite-canon.json by hand:
"scale": { "heights": { "hero": 1, "house": 3.4, "chicken": 0.45 } }
Then verify with scaleNames mapping file basenames to those keys. This catches the classic "the house is smaller than the hero" a week before your players do.
Practical notes
- Always pass
canonPath(or a file the canon sits above). A stdio MCP server's working directory belongs to the client, not your project, so the tools refuse to guess from cwd. - Codec limits: PNG must be 8-bit, non-interlaced, RGB/RGBA/palette (the common pixel-art cases; 16-bit or interlaced files are rejected with a clear error). The GIF encoder is exact up to 255 opaque colours per file — beyond that, nearest-palette snapping.
sprite_sheetreturns the image inline up to ~800 KB; larger sheets return the file path only.- Spritesheets round-trip cell-for-cell: empty cells stay empty, nothing is compacted.
What this is not
- Not a generator. Pair it with whatever makes your art (PixelLab, Aseprite, Gemini, hand pixels); sprite-canon is the layer that keeps the results coherent.
- Not an atlas packer / collision tool — sprite-tools covers that well.
- Not magic: you spend ~10 minutes once per project teaching it your canon. That investment is exactly what makes every later check and fix trustworthy.
Development
npm test # unit + end-to-end MCP tests (22)
The test suite includes regression tests for every bug an adversarial multi-agent review found in v0.1 — sheet cell compaction, GIF disposal semantics, fake-success responses, silent zero-check passes. If one fails, a bug that already existed once is back.
MIT
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