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Логотип SpriteShip

MCP-сервер SpriteShip

Какие серверы из официального реестра MCP принадлежат SpriteShip, отвечают ли они и что умеют. Всё это проверила программа, а не переписал человек со страницы продукта.

прочитано 2026-10-11

← Назад к SpriteShip

Чей это сервер
  • Имя в реестреcom.spriteship/spriteshipподтверждён в реестре MCP

Имя в реестре лежит в пространстве spriteship.com. Реестр пускает в такое пространство только того, кто доказал владение доменом через DNS или HTTP.

Что он ответилпроверено 2026-10-11
  • Состояниеотвечаетпроверено 2026-10-11
  • Инструменты90
  • Сервер называет себяspriteship
  • Версия сервера1.1.0
  • Версия протокола2025-06-18

2026-10-11 сервер ответил на initialize и tools/list без входа. Первый ответ за 198 мс.

Инструменты сервераинструментов: 90 · прочитано 2026-10-11
  • get_project_export_review

    FREE. Check all saved maps, character and asset dependencies, choose the starting map/player, and inspect target-runtime compatibility before downloading an editable complete Phaser, Godot or Unity project. Errors block export; custom…

  • start_project_export

    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 job ID immediately; poll get_project_export_status until…

  • get_project_export_status

    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. Use get_project_export_command only once ready.

  • get_project_export_command

    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 transmit ZIP bytes through MCP. Supports Phaser, Godot and…

  • 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 available update with its release summary and manual update…

  • whoami

    Verify the API key and report which powers it has. Returns { userId, username, keyId, keyName, scopes, mapLimits }. mapLimits contains maxMapsPerProject (null means unlimited), maxAreaPx (width × height allowance per map), maxWidthPx and…

  • 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 proposing any paid generation. When the balance will not cover…

  • 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 default perspective for new content — read it before…

  • 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 disabled; do not poll for it.

  • 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, favourite. Persist contentVersion per character and re-fetch only…

  • 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 pack; exact animation frame-count/FPS/collision, revision…

  • get_character

    The full PhaserCharacter JSON: animations, frameSize, gameType, animationDirection, per-group atlas + spritesheet URLs, poses and mount points. For topdown characters, animationDirection is Luna's saved mode suggestion or the user's last…

  • 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 before wiring an export into a game project. Its files[] is a…

  • 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 — pose generation has no job id. It is also the source of…

  • list_assets

    Assets (Object / Object Collection / staged / background / Environment Kit / Terrain Materials) with slug, hasAnimation, updatedAt, tags and favourite. Wire types remain tileset for collections, terrain for kits and texture for brushable…

  • 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 typed `material` block containing the versioned donor recipe…

  • 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 get_map; map exports bake resolved values and ship…

  • 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 judge a whole capture in a single look; that is the intended…

  • list_maps

    Level-editor maps with updatedAt and hasMapData. hasMapData:false means the map was never saved and cannot be exported.

  • 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 import. Every placement has an immutable internal id and…

  • 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 materialRenderingResolved when present. Bundles include…

  • 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 creditsRefunded, retryCost, retryMode, and retryRecovery. If…

  • 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 multi-MB binaries and must not be passed through the model…

  • 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 retained, so you can re-select at any time. Use get_frames…

  • 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 rendered pixels. The original is untouched. Returns { jobId…

  • 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__" to use the character's default image when it has no…

  • 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 or shader_effect. path_follow is accepted only for…

  • set_character_collision_roles

    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 compound. Omitted keys stay unchanged; null clears that…

  • set_asset_collision_roles

    FREE, synchronous metadata edit for an owned revision or collection tileIndex. Each independent role accepts a normalized simple body, disconnected compound, or none. Coordinates refer to the full sprite or padded collection cell; radius…

  • 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 disconnected bodies, or none, in NORMALIZED coordinates…

  • 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 charges are retained; no dependent animation has started. Use…

  • 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 generation preserves source rendering rather than project style…

  • approve_directional_poses

    FREE approval checkpoint. Use only when get_job returns status:"waiting_approval", wizardPhase:"waiting-directional-pose-approval", and directionalPoseReview. Present every returned previewUrls to the user and let them adjust or review…

  • 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 allowed) and they are composited into a real spritesheet…

  • 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 of edits, or when a previous rebuild failed. It never…

  • 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 animation back to its original orientation, so call it once and…

  • 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 holes, ragged edges). The cleaner version is kept ONLY if…

  • 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 airborne and the rest playing once. Each phase becomes a…

  • 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 apply per-item nudges. Modern manifest revisions are…

  • 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 decides how they are drawn and animated. Also seeds a…

  • 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 — call create_project first if the user has no project…

  • 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 frames are text-free by default: no subtitles, captions or…

  • 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 run reports 0 credits and recovery:"stored_artifact" in…

  • 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 time on cooldown errors, then poll list_character_poses.

  • 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 dryRun argument. Returns { poseId } once executed; poses have…

  • 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 animation lands on the source asset and its still image is…

  • 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 accept the legacy templateId to pull a whole category pack…

  • 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 pairs alone. The new take lands as an additional iteration on…

  • 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 can be ready immediately when the legacy seam check passed…

  • 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 old texture tile seamless. Legacy textures were created as…

  • 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, digits or pseudo-writing unless the user explicitly…

  • 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 whose status is "error" — the prompt, model and every setting…

  • 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 description, creative guidance, and a validated styleGuide object…

  • 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, aiPromptGuidance, aiNegativeGuidance }: a written creative…

  • 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 animate and writes the one-sentence motion description to…

  • 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 accumulate up to three monthly grants while the feature is…

  • 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 credit refund. Costs ONE quality retry and ZERO credits; it…

  • 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. Before uploading, tell the user: transparency required, one…

  • list_ui_packs

    List owned UI Packs, optionally within a project.

  • get_ui_pack

    Read components, immutable revisions, capabilities, fonts and batch progress. Artwork URLs expire; native engine capability gaps are not successful tests.

Первые 60 из 90, в порядке сервера.

Как подключить

Добавьте сервер в конфиг MCP-клиента. Claude Desktop, Cursor и большинство других клиентов понимают такой вид:

{
  "mcpServers": {
    "spriteship": {
      "type": "http",
      "url": "https://spriteship.com/mcp"
    }
  }
}

Каждую строку нашла программа: запись в реестре, ответ самого сервера, спецификация, которая разбирается. Если строки нет, значит, мы этого не нашли, а не что этого нет.