com.spriteship/spriteship
up checked
Unclaimed · Unverified
Agent searches it appeared in, last 30 days: 0. Run this server? Claim the listing: verified label, uptime alerts and analytics.
Publisher-provided description
Build a game's 2D art layer with your agent: characters, animations, tilesets, levels, 5 engines.
Summary by lookupd
Creates and edits 2D game art (characters, animations, tilesets, levels) and exports engine-ready assets for Phaser, Godot and Unity.
Install
Claude Code, remote (streamable-http)
claude mcp add --transport http spriteship https://spriteship.com/mcp
Codex, remote (streamable-http)
codex mcp add spriteship --url https://spriteship.com/mcp
Cursor, remote (streamable-http) → .cursor/mcp.json
{
"mcpServers": {
"spriteship": {
"url": "https://spriteship.com/mcp"
}
}
}Other clients: docs. Or tell your agent: Set up lookupd for me: read https://lookupd.com/agent.md and follow it.
Tools (showing 30 of 90)
Publisher-provided text
get_project_export_reviewFREE. Check all saved maps, character and asset dependencies, choose the starting map/player, and inspect target-runtime compatibility before downloading an edistart_project_exportFREE. Queue a durable complete Phaser, Godot or Unity project export. First review with get_project_export_review and pass its version and selected starting mapget_project_export_statusFREE. 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 fget_project_export_commandReturn 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 tget_integration_statusFree advisory version check. Call once when starting SpriteShip work in a session, passing the version actually read from the installed skill; omit it when unknwhoamiVerify the API key and report which powers it has. Returns { userId, username, keyId, keyName, scopes, mapLimits }. mapLimits contains maxMapsPerProject (null mget_creditsCurrent credit balance, and optionally the recent ledger. Every ledger entry carries apiKeyId/apiKeyName so you can see exactly what THIS key spent. Check the blist_projectsAll of the user's projects: { id, name, gameType, style, itemCount, createdAt, updatedAt }. gameType (platformer / topdown / topdown_overhead / isometric / poinget_projectOne project with its description, registered mount slots, and saved style guide. The legacy assetSuggestions field is currently always null because automatic sulist_charactersCharacters with the re-sync signals: contentVersion (opaque change token — compare for equality, never parse or order), hasActiveJob, apiReady, pose/animation cplan_syncCompare the versions in assets/spriteship/spriteship.lock.json with current SpriteShip state in one call. Returns unchanged/changed/unavailable per character, aget_characterThe full PhaserCharacter JSON: animations, frameSize, gameType, animationDirection, per-group atlas + spritesheet URLs, poses and mount points. For topdown charget_character_manifestThe self-describing export contract (tizo-export.json manifest + its JSON Schema) without downloading the zip. Use this to learn the Phaser integration shape anlist_character_posesAll poses on a character: { id, name, prompt, status pending|done|error, url, direction, pendingSince, errorCode, creditsRefunded }. This is the poll target aftlist_assetsAssets (Object / Object Collection / staged / background / Environment Kit / Terrain Materials) with slug, hasAnimation, updatedAt, tags and favourite. Wire typget_assetOne asset with its revision iterations and typed animation projection. Accepts the asset id OR its slug. New Material assets use the wire-compatible `texture` tget_custom_fieldsTyped custom-field definitions for a character or asset, plus the derived builtins ($animation for characters, $autoplay/$loop for animated assets). Per-placemeget_framesPresigned per-frame thumbnails for a character animation or an asset motion pair — never inline base64. Use format:"sheet" to get ONE index-labeled contact sheelist_mapsLevel-editor maps with updatedAt and hasMapData. hasMapData:false means the map was never saved and cannot be exported.get_mapA map row plus its saved level data, revision and dependency-sensitive contentVersion for plan_sync. Preserve the returned contentVersion in the map lock entryexport_mapEngine-ready map JSON built from the SAVED level data, preserving placement name/gameplayId and baking custom-field values. Every engine retains materialRenderiget_jobPoll a background job. Every write tool that returns a jobId is polled here. On status:"error" the response is enriched with failureKind, failureAction, attemptget_export_commandBuild 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 owselect_framesFREE, 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: theduplicate_animationFREE, synchronous, no AI. Make an exact copy of the CURRENT saved animation under a new slug, preserving its selected frame order, loop/hold settings, compositicreate_animation_from_poseFREE, 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. Pset_asset_runtime_intentFREE and SYNCHRONOUS (no jobId — do not poll). Declare how an asset revision should be rendered at runtime: plain_image, particle_emitter, deformable_strip, repset_character_collision_rolesFREE, synchronous metadata edit. Independent normalized full-frame movement, hurtbox and hitbox bodies. Character movement permits a simple body or none; hurtboset_asset_collision_rolesFREE, synchronous metadata edit for an owned revision or collection tileIndex. Each independent role accepts a normalized simple body, disconnected compound, orset_asset_collision_bodyFREE 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, comp
Details
- Version: 1.0.0
- Transports: streamable-http
- Uptime (7 days): 100%
- Median latency: 990 ms
- First indexed:
- Last seen in registry:
- Website: https://spriteship.com
Badge for your README
Shows this live status and links here; updates hourly.
[](https://lookupd.com/servers/com.spriteship/spriteship)
- 62071 servers
- Last crawl: 2026-11-11T16:17:25.167Z
- API base:
https://api.lookupd.com - MCP URL:
https://api.lookupd.com/mcp