Verified conversions across 205 color spaces: CSS strings, gamut checks, .cube LUTs
PixelForge is installed from its publisher's own source and answers where it runs, so this marketplace is not in the path of a single call. There is no address here to send one to, and a panel that pretended otherwise would be showing you an answer we made up. Install it and call it from your own client — the Installation tab has the entry for each one.
What it does
Forge pixel art sprites, animations, tilesets and game assets with Google Gemini.
Quickstart
# 1 — add it to Claude Code
claude mcp add --scope user --env 'GEMINI_API_KEY=${GEMINI_API_KEY}' --transport stdio freema-pixelforge-mcp '--' npx -y pixelforge-mcp
# 2 — ask your agent for something these tools do
# forge_animation, forge_background, forge_item_kit and 5 more
It needs GEMINI_API_KEY: this reads it from your environment, so export it first.
PixelForge costs nothing on mcprush: there is no plan to choose here, no cap to set and nothing mcprush can bill you for.
Collected from a public index. Nobody has claimed this account, so nothing here was written by its author — claim it if it is yours.
Where are you running it?
Every route below installs the same thing and ends at the same approval screen. This one runs on your machine: your client starts PixelForge as a process under your own user, with your files and your network, so the tool surface below is what it can do to your computer rather than to a server somewhere else. Its scan result is on the Security tab — read the surface before you approve it.
This is a public server: you run it yourself and this marketplace is not in the path. You need Node.js — the current LTS (24) is the safe choice; npx comes with it. Claude Code registers it in one command; --scope user makes it available in every project. Claude Code reads GEMINI_API_KEY (Google Gemini API key (https://aistudio.google.com/apikey)) from your environment each time it starts the server, so the value stays out of its config: export it in your shell profile (macOS, Linux), or run setx GEMINI_API_KEY … and open a new terminal (Windows). The '--' is in quotes so that PowerShell passes it on.
claude mcp add --scope user --env 'GEMINI_API_KEY=${GEMINI_API_KEY}' --transport stdio freema-pixelforge-mcp '--' npx -y pixelforge-mcpReconnect, or start a new session, and the tools appear in the model’s tool list.
It reaches a system of yours, so it needs your own credential rather than the publisher’s: GEMINI_API_KEY — Google Gemini API key (https://aistudio.google.com/apikey). You set it in your own client’s config, on your machine — this marketplace never holds it.
One config entry your client uses to start the process locally. A local server runs with your file system and your network, which is why it is priced without metering.
8 tools, with what each one reads, writes and reaches shown before you agree — the same list on every route above. Read the tool surface.
Tool surface
What the model actually sees. Descriptions are diffed on every release — see version history.
Read from its source code. A server that builds its tool list when it starts can list more tools than this.
Generate pixel art animation frames. Produces a sprite sheet via Gemini, then automatically splits it into individual frame PNGs with background removal and cropping. Returns an array of ready-to-use frame files.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| description | string | yes | What is being animated (e.g. "green slime enemy", "player knight") |
| action | string | yes | What the animation shows (e.g. "bouncing up and down", "walking cycle", "idle breathing") |
| frames | number | no | Number of animation frames (default: 3) |
| frameDescriptions | array | no | Optional per-frame descriptions (e.g. ["compressed flat", "stretching up", "at peak"]) |
| outputPrefix | string | yes | Output path prefix — frames saved as {prefix}-{name}.png (e.g. "public/assets/games/rpg/slime") |
| names | array | no | Frame names (default: frame-0, frame-1, ...) |
| style | string | no | Visual style preset (default: clean) |
| background | string | no | Background color for generation. Use "auto" to pick based on description. Use "chromakey" for best transparency (HSV-based green screen removal). Named colors: chromakey, forest, sky, dungeon, lava, o |
| size | number | no | Target frame size in pixels (default: 48). Snaps to nearest standard size. Recommended: 16-24 for particle effects/small FX, 32 for item animations, 48 for character animations (PixelLab default), 64 |
| square | boolean | no | Pad each frame to square (default: true) |
| useTemplate | boolean | no | Use grid template reference for precise frame placement (default: false). When true, generates a numbered grid template and sends it as a reference image for more consistent frame splitting. |
| useReferenceChain | boolean | no | Generate each frame individually using the first frame as style reference (default: true). Produces much more consistent animations than sprite sheet splitting. Each frame is a separate API call with |
| model | string | no | Model alias or full ID. Aliases: … (default: …) |
| references | array | no | Paths to existing PNG/JPEG assets to match visual style. The animation frames will be generated in a similar art style, color palette, and detail level as the reference images. |
Generate a pixel art game background. No post-processing — outputs the full image as-is, ready for use as a game scene background. Use appropriate aspect ratio for your game resolution.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| description | string | yes | Background scene description (e.g. "deep space with stars and nebula", "forest clearing at night") |
| outputPath | string | yes | Output file path (e.g. "public/assets/games/invaders/bg.png") |
| aspect | string | yes | Aspect ratio matching your game resolution (e.g. 3:4 for 480x640 portrait game) |
| style | string | no | Visual style preset (default: clean) |
| model | string | no | Model alias or full ID. Aliases: … (default: …) |
Generate multiple pixel art sprites in a single batch. Items are generated together on a grid for visual consistency, then split into individual PNGs. Ideal for item sets, inventory icons, collectibles, or any group of related sprites.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| items | array | yes | List of item descriptions (max 16). E.g. ["red apple", "banana", "cherry", "grapes"] |
| outputPrefix | string | yes | Output path prefix — items saved as {prefix}-{name}.png (e.g. "public/assets/items/fruit") |
| names | array | no | Custom file names for each item (default: item-0, item-1, ...) |
| size | number | no | Target sprite size in pixels (default: 48). Snaps to nearest standard size. |
| style | string | no | Visual style preset (default: clean) |
| background | string | no | Background color for generation. Use "auto" to pick based on items. (default: black) |
| square | boolean | no | Pad each item to square (default: true) |
| model | string | no | Model alias or full ID. Aliases: … (default: …) |
| references | array | no | Paths to existing PNG/JPEG assets to match visual style. |
Generate a single pixel art sprite. Handles prompt engineering, generation via Gemini, and post-processing (crop, background removal, pixelation downscale, square padding) automatically. Returns a clean, transparent PNG at proper pixel art resolution. Output size snaps to standard pixel art sizes…
| Parameter | Type | Required | Notes |
|---|---|---|---|
| description | string | yes | What the sprite is (e.g. "green slime enemy with horns", "cyan spaceship", "golden coin") |
| outputPath | string | yes | Output file path (e.g. "public/assets/games/rpg/slime.png") |
| size | number | no | Target sprite size in pixels (default: 48). Snaps to nearest standard size. Recommended: 16-24 for icons/projectiles/powerups, 32 for tiles/small sprites, 48 for game sprites/characters (PixelLab defa |
| style | string | no | Visual style preset (default: clean) |
| background | string | no | Background color for generation. Use "auto" to pick based on description. Use "chromakey" for best transparency (HSV-based green screen removal). Named colors: chromakey, forest, sky, dungeon, lava, o |
| aspect | string | no | Aspect ratio (default: 1:1) |
| square | boolean | no | Pad output to square (default: true) |
| model | string | no | Model alias or full ID. Aliases: … (default: …) |
| references | array | no | Paths to existing PNG/JPEG assets to match visual style. |
Generate a pixel art game thumbnail/screenshot. Use reference images to match the visual style of actual in-game sprites. Best for store listings, game cards, and preview images.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| description | string | yes | Scene description (e.g. "space shooter, cyan spaceship vs rows of colorful aliens, dark space") |
| outputPath | string | yes | Output file path (e.g. "public/assets/games/invaders/thumbnail.png") |
| references | array | no | Paths to actual game sprite PNGs — STRONGLY RECOMMENDED. The thumbnail will visually match these assets so the preview looks like the real game. Pass the main character, enemies, and key objects. |
| aspect | string | no | Aspect ratio (default: 4:3) |
| style | string | no | Visual style preset (default: clean) |
| model | string | no | Model alias or full ID. Aliases: … (default: …) |
Generate a seamless tileable pixel art texture. Produces a square texture that tiles seamlessly in all directions — ideal for terrain, floors, walls, and backgrounds. No background removal is applied; the texture fills the entire canvas.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| description | string | yes | What the texture is (e.g. "grass terrain", "stone brick wall", "wooden floor planks", "water surface") |
| outputPath | string | yes | Output file path (e.g. "public/assets/tiles/grass.png") |
| size | number | no | Target texture size in pixels (default: 32). Snaps to nearest standard size. Common: 16 for retro, 32 for standard, 64 for detailed. |
| style | string | no | Visual style preset (default: clean) |
| model | string | no | Model alias or full ID. Aliases: … (default: …) |
Optimize an existing sprite PNG for pixel art games. Downscales large AI-generated sprites to proper pixel art resolution using area-averaging (not blurry bilinear). Also optionally removes background and crops. Use this to convert oversized "pixel art style" images into true pixel art at…
| Parameter | Type | Required | Notes |
|---|---|---|---|
| inputPath | string | yes | Path to the input PNG file |
| outputPath | string | no | Output path (default: overwrites input) |
| size | number | yes | Target size in pixels for the longest side. Snaps to nearest standard size (16, 24, 32, 48, 64, 96, 128). Recommended: 16-24 for icons/particles, 32 for tiles, 48 for sprites, 64 for characters, 96-12 |
| removeBackground | boolean | no | Auto-detect and remove background color (default: true) |
| square | boolean | no | Pad output to square (default: false) |
Post-process an existing PNG image into a clean sprite. Handles background removal, auto-crop, square padding, and sprite sheet splitting. Use this for images from external sources that need processing.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| inputPath | string | yes | Path to the input PNG file |
| outputPath | string | no | Output path. For split mode: prefix for frame files (e.g. "assets/snake" → "assets/snake-head.png") |
| threshold | number | no | Color detection threshold 0-255 (default: 20) |
| square | boolean | no | Pad output to square (default: false) |
| padding | number | no | Padding around content in pixels (default: 2) |
| split | boolean | no | Split sprite sheet into individual sprites by detecting content boundaries |
| names | array | no | Names for split sprites (default: 0, 1, 2, ...) |
| skipCrop | boolean | no | Skip auto-crop step |
| skipTransparent | boolean | no | Skip background removal step |
- Every tool, no call limit
- No card, and mcprush charges nothing for it
- Source published under MIT
- Runs on your machine — nothing of it reaches our gateway
- Nothing to cap, because mcprush bills nothing
What counts against your monthly calls
| Tool | Unit | Calls used | Out of the allowance |
|---|
Nothing here is billable: mcprush charges nothing to install PixelForge or to call it, at any volume.
Two independent axes, because powerful and malicious are different questions. The grade is threat only. The capability level is blast radius, and it is never a penalty on the grade — it is priced as one subtract-only term in the score, where you can see it.
| Term | Level | What it prices | Points |
|---|---|---|---|
| capability-exposure | minimal | capability blast radius (minimal) — client exposure if the model is manipulated | −0 |
| verification-discount | source | publisher verification (provenance) — cryptographic build provenance ties the artifact to its source | −0 |
| coverage-honesty | source | inspection depth (source) — how much of the target the scan could see | −0 |
What the scan could actually read
A grade is only as meaningful as its coverage, so the scanner publishes its own depth before it publishes its result.
No tools were enumerated, so prompt-injection, capability and toxic-flow analysis had no tool surface to inspect. To grade a package’s real runtime tools, scan the running server: --command "npx -y <package>".
Capability — what it could do if the model were manipulated
Tags derived from each tool’s schema and the implementation, not from what the tool calls itself. minimal is the level these add up to.
| Tool | Capability tags | Why the tag was assigned |
|---|---|---|
| No per-tool rows for this release — see the note below. | ||
Toxic-flow graph
The lethal trifecta, checked as a graph rather than as a checklist: untrusted input, a sensitive source and an external sink have to meet before there is a path worth worrying about.
The public result for this release does not print the flow graph, so there is nothing to show here. That is not the same as "no paths were found": what the scan did read is above, under coverage.
Supply chain and provenance
This is the first scan of this surface here, so there is nothing yet to compare it against.
Every result on this tab comes from one deterministic pass over the published package — offline, rule by rule, and auditable line by line above. Same methodology version, same bytes, same score.
Release history
Always latest — the install command names no version, so it installs the newest release when it runs; the current release on file is 0.3.0. Pin a release below and the command asks for exactly that one.
No release note was published with this version.
One review per account, from a signed-in account that does not publish this listing. Nothing else is asked — you can say what you think before you install it. Publishers can reply once per review, and a review can be edited or deleted by whoever wrote it.
Any signed-in account that does not publish PixelForge can review it, once — before installing it or after. A review from an account that has installed it is marked as one.
Nobody has reviewed this listing. The rating on the card is the mean of the reviews written here and nothing else, so there is no rating until somebody writes the first — which takes a signed-in account that does not publish it, and nothing else.