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Releases: Cuvara/game-art-mcp

v0.3.1 — Fix plugin skill auto-discovery

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@dyCuong03 dyCuong03 released this 24 Aug 16:05

Fix

  • Add "skills": "./skills/" to .claude-plugin/plugin.json so /game-art:* slash commands are auto-registered when the plugin is installed
  • Previously skills existed in skills/ but Claude Code couldn't discover them without the skills field in plugin.json

Other

  • Bump version to 0.3.1
  • Update asset registry with flat-roof house asset

Full Changelog: v0.3.0...v0.3.1

v0.3.0 — Style Intelligence & Art Memory 2.0

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@dyCuong03 dyCuong03 released this 23 Aug 17:37

What's New — Phase 8E

Style Intelligence (src/intelligence/)

  • StyleCompiler — Compiles style+material+detail into flat StyleConstraints (palette limits, outline rules, cluster grammar, texture density, forbidden patterns)
  • VisualSignatureEngine — Deterministic visual fingerprint from canvas: palette distribution, cluster stats, edge/silhouette complexity, shadow/highlight ratios, texture density. Similarity scoring between signatures
  • StyleConsistencyChecker — 7-dimension post-generation check (palette, outline, lighting, clusters, material, texture, detail) against compiled constraints
  • StyleRepairPlanner — Generate prioritized repair actions from failed consistency checks
  • StyleInsightEngine — Detect recurring patterns in approved assets with confidence scoring. Analyze rejection patterns for anti-pattern detection

Smart Reference Retrieval

  • ReferenceRetriever — Ranked retrieval by canonical>approved>style match>material>type>recency. Budget-capped (default 5 refs)
  • ReferencePackBuilder — Compact reference pack: style constraints + 3-5 canonical refs + 1-2 negative examples + material palette
  • SessionBootstrapService — Dynamic session context generator: current style summary, canonical assets, anti-patterns, recent decisions. A new Claude session can reconstruct the style without conversation history

10 New MCP Tools (117 total)

  • art.style.compile — compile style constraints
  • art.style.check — run consistency check on canvas
  • art.style.repair — generate repair plan
  • art.style.bootstrap — get session bootstrap context
  • art.ref.retrieve — smart reference retrieval
  • art.ref.pack — build reference pack
  • art.ref.canonical — get canonical assets
  • art.memory.signature — compute visual signature
  • art.memory.insights — get style insights
  • art.memory.negative — get negative patterns

Extended Existing Systems

  • StyleLoader — now loads materials.yaml as 8th style file
  • ArtMemoryService — added updateAnchor(), updateReference(), updateRejection() methods
  • ResolvedStyle — extended with optional materials field
  • Studio API — 3 new endpoints: bootstrap, insights, consistency

Rejection Taxonomy

18 structured rejection categories: STYLE_MISMATCH, PALETTE_MISMATCH, TOO_NOISY, OVERDETAILED, BAD_CLUSTERING, etc.

Canonical Promotion Flow

draft → approved → candidate_canonical → canonical

Stats

  • 117 MCP tools total (107 + 10 new)
  • ~2,700 lines new code in src/intelligence/
  • 10 new files, 8 modified files
  • Zero system duplication — extends existing style/memory/detail

Breaking Changes

None — fully backward compatible.

v0.2.0 — Canvas Engine + Detail Intelligence

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@dyCuong03 dyCuong03 released this 23 Aug 17:14

What's New

Canvas Drawing Engine (Texel-style)

  • 14 canvas MCP tools (art.canvas.*) — AI paints pixel art directly using drawing primitives
  • Server-side PixelCanvas with line, rect, circle, fill, noise, dither, voronoi, polygon, gradient, symmetry, outline, stamp, shading
  • Deterministic PRNG (mulberry32) for reproducible procedural textures
  • Auto-save to drafts/ with file-based Studio bridge

Phase 8D — Detail & Material Intelligence

  • 16 detail MCP tools (art.detail.*, art.critic.*)
  • DetailPassEngine — 12-pass pipeline: reference → silhouette → base → shadow → form → material → texture → micro detail → cleanup → critique → refine → QA
  • 7 texture generators: noise-cluster, voronoi, directional-grain, crack, speckle, cavity, edge-breakup
  • PixelClusterEngine — cluster detection, merge orphans, expand/erode, shape templates
  • MaskEngine — silhouette/shadow/highlight masks, boolean ops, focal density maps
  • ArtCritic — 12-dimension spatial scoring with actionable refinement plans
  • 11 material profiles (stone, wood, metal, grass, dirt, water, leather, cloth, skin, ice, magic)
  • 8 detail profiles (low/medium/high/hero/boss/tile/item)
  • DetailBudget + DetailCeiling for anti-overdetail protection

Game Art Studio (Web UI)

  • Live Canvas PiP — floating preview shows selected asset OR active canvas session
  • Detail Inspector tab — score breakdown, pass timeline, art plan, critique issues
  • Auto-open — canvas sessions auto-select in editor when AI draws
  • Size presets in create dialog (per asset type)
  • Relative time display on assets
  • Save to workspace button in PiP
  • Reference board X button fix

Assets

  • 12 pixel art assets generated: rocks (5 variants), tree, bush, cottages (4 iterations)
  • Full registry with YAML metadata
  • QA results, production manifests, reference analyses

Stats

  • 107 MCP tools total (91 existing + 16 new)
  • ~7,000 lines of new code
  • 27 new files in src/detail/

Breaking Changes

None — fully backward compatible.

v0.0.1 — Phase 1-7 Complete

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@dyCuong03 dyCuong03 released this 22 Aug 18:33

game-art-mcp v0.0.1

AI-driven pixel-art style system and MCP server for 2D RPG game art direction.

What's included

Complete art production pipeline — Phases 1 through 7:

Phase Component MCP Tools
1 Versioned Style System 5
2 Asset Registry 8
3 Art Memory & References 16
4 Art QA Engine 7
5 Provider Adapters 8
6 Production Orchestrator 10
7 Versioning & Approval 13

67 MCP tools156 testsFull E2E validated

Quick Start

npm install
npm run build
npm test
npx tsx scripts/run-e2e.ts  # Full pipeline + web preview

Preview

npm run art-preview  # http://localhost:5173