@fifth-door/mcp
Fifth Door MCP server — sign in and publish games to Fifth Door from any MCP client
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27tools
4recorded versions
24dtracked
changed 3d ago
What changed
Changed 2026-10-27 12:26 UTC
5 schema or annotation changes with the description left byte-identical.
--- pinned/animate_sprite +++ observed/animate_sprite { "description": "Animate an existing image into a sprite sheet: a walk cycle, an attack, a spinning coin. First create the source image (a facing still from create_character, or a transparent cutout), then pass it as referenceImage; the animation opens on that exact image so identity and facing stay locked. One call is one motion; for a directional character, animate once per facing and motion. An animation is one packed sheet.png plus a frames.json beside it giving the frame grid (frameWidth, frameHeight, cols, rows, count, padding), timing, and a 'rest' box: the subject's visible bounds in its resting pose. Slice frames from the grid, and size and ground the sprite by the rest box rather than the frame rectangle. A still has a one-frame .json beside it carrying its rest box. Takes a few minutes. Costs 5 units.", "execution": { - "description": "The game's one camera projection, the same on every asset: 'top-down' (seen from above), 'side' (flat side-on, side-scroller), or 'isometric' (2:1 angled).", + "description": "The game's one camera projection, the same on every world asset: 'top-down' (seen from above), 'side' (flat side-on, side-scroller), or 'isometric' (2:1 angled). 'front' (straight-on, facing the viewer) is for interface art the game camera doesn't see — portraits, cards, splash art, item icons — and for games with no world camera (visual novel, card, quiz).", "enum": [ "top-down", "side", - "isometric" + "isometric", + "front" ], "type": "string" },
--- pinned/create_character +++ observed/create_character { "description": "Establish a character's look: draws one turnaround model sheet (the same character from every needed direction) and writes a standing reference still per facing at <dir>/<facing>.png, each with a one-frame .json carrying its rest box. It does not animate: pass a facing still to animate_sprite for each motion. Set directional:false for a sprite the game rotates in code (a car, an ant, a projectile). Costs 2 units.", "execution": { - "description": "Which facings to draw. Omit for the projection's defaults (top-down: all four; side: right, flipped in code for left; isometric: right and up).", + "description": "Which facings to draw. Omit for the projection's defaults (top-down: all four; side: right, flipped in code for left; isometric: right and up; front: down, facing the camera).", "items": { "enum": [ "up", - "description": "The game's one camera projection, the same on every asset: 'top-down' (seen from above), 'side' (flat side-on, side-scroller), or 'isometric' (2:1 angled).", + "description": "The game's one camera projection, the same on every world asset: 'top-down' (seen from above), 'side' (flat side-on, side-scroller), or 'isometric' (2:1 angled). 'front' (straight-on, facing the viewer) is for interface art the game camera doesn't see — portraits, cards, splash art, item icons — and for games with no world camera (visual novel, card, quiz).", "enum": [ "top-down", "side", - "isometric" + "isometric", + "front" ], "type": "string" },
--- pinned/create_image +++ observed/create_image { "description": "Generate one static image: a prop, pickup, obstacle, or icon (transparent: true), a full-screen background (orientation 'tall'), or a seamless repeating texture (tileable: true) such as ground, a wall, or a parallax sky. A transparent cutout gets a .json beside it carrying its rest box; size it by that box, since the visible art is smaller than the image. Tile textures in code rather than stretching one copy. For several items that share a frame use create_image_set; for anything that animates or needs facings use create_character. Costs 1 unit.", "execution": { - "description": "The game's one camera projection, the same on every asset: 'top-down' (seen from above), 'side' (flat side-on, side-scroller), or 'isometric' (2:1 angled).", + "description": "The game's one camera projection, the same on every world asset: 'top-down' (seen from above), 'side' (flat side-on, side-scroller), or 'isometric' (2:1 angled). 'front' (straight-on, facing the viewer) is for interface art the game camera doesn't see — portraits, cards, splash art, item icons — and for games with no world camera (visual novel, card, quiz).", "enum": [ "top-down", "side", - "isometric" + "isometric", + "front" ], "type": "string" },
--- pinned/create_image_set +++ observed/create_image_set { "description": "Generate a set of related static images that share one frame or layout: a deck of cards, board tiles, matched HUD badges, collectible variants. One anchor image is drawn from sharedDescription and every item is matched to it, so the set shares one border, scale, and palette. Each item is written to <dir>/<name>.png. Not for unrelated subjects that merely share an art style (pass one styleReference to separate create_image calls for that). A new set needs at least two items; to add to an existing set, call again with the same dir and one or more items. Costs 1 unit per item plus 1 for a new set's anchor.", "execution": { - "description": "The game's one camera projection, the same on every asset: 'top-down' (seen from above), 'side' (flat side-on, side-scroller), or 'isometric' (2:1 angled).", + "description": "The game's one camera projection, the same on every world asset: 'top-down' (seen from above), 'side' (flat side-on, side-scroller), or 'isometric' (2:1 angled). 'front' (straight-on, facing the viewer) is for interface art the game camera doesn't see — portraits, cards, splash art, item icons — and for games with no world camera (visual novel, card, quiz).", "enum": [ "top-down", "side", - "isometric" + "isometric", + "front" ], "type": "string" },
--- pinned/create_style_reference +++ observed/create_style_reference { "description": "Generate a style reference: a sample screenshot drawn in the art style you describe. Pass its path as styleReference to the other asset tools to draw them in that style. Costs 1 unit of the daily asset budget.", "execution": { - "description": "The game's one camera projection, the same on every asset: 'top-down' (seen from above), 'side' (flat side-on, side-scroller), or 'isometric' (2:1 angled).", + "description": "The game's one camera projection, the same on every world asset: 'top-down' (seen from above), 'side' (flat side-on, side-scroller), or 'isometric' (2:1 angled). 'front' (straight-on, facing the viewer) is for interface art the game camera doesn't see — portraits, cards, splash art, item icons — and for games with no world camera (visual novel, card, quiz).", "enum": [ "top-down", "side", - "isometric" + "isometric", + "front" ], "type": "string" },
Changed 2026-10-22 11:59 UTC
1 description rewritten.
--- pinned/list_sdk_services +++ observed/list_sdk_services { - "description": "List what the Fifth Door platform can do for a game, as the docs index of one SDK library release: saved progress and shared records (collections), play-time LLM and image generation, multiplayer (realtime, presence, claims), daily games, camera and microphone input, share and invite, background audio, notifying players after they leave (turn came round, results landed, a timer ran down), selling items to players (in-game purchases for keys), plus the setup guide for a project outside Studio. Each capability says when it applies and which distribution hosts lack it. Read-only: touches no files and needs no login. Call it when a game needs something the platform might provide — while adding a feature, not only at setup — then read the matching topic with get_sdk_docs. Always returns the concrete release it read.", + "description": "List what the Fifth Door platform can do for a game, as the docs index of one SDK library release: saved progress and shared records (collections), play-time LLM and image generation, multiplayer (realtime, presence, claims), game servers that run the rules once per room (real-time action, hidden information), daily games, camera and microphone input, share and invite, background audio, notifying players after they leave (turn came round, results landed, a timer ran down), selling items to players (in-game purchases for keys), plus the setup guide for a project outside Studio. Each capability says when it applies and which distribution hosts lack it. Read-only: touches no files and needs no login. Call it when a game needs something the platform might provide — while adding a feature, not only at setup — then read the matching topic with get_sdk_docs. Always returns the concrete release it read.", "execution": { "taskSupport": "forbidden" },
Changed 2026-10-09 13:28 UTC
1 description rewritten.
--- pinned/list_sdk_services +++ observed/list_sdk_services { - "description": "List what the Fifth Door platform can do for a game, as the docs index of one SDK library release: saved progress and shared records (collections), play-time LLM and image generation, multiplayer (realtime, presence, claims), daily games, camera and microphone input, share and invite, background audio, notifying players after they leave (turn came round, results landed, a timer ran down), plus the setup guide for a project outside Studio. Each capability says when it applies and which distribution hosts lack it. Read-only: touches no files and needs no login. Call it when a game needs something the platform might provide — while adding a feature, not only at setup — then read the matching topic with get_sdk_docs. Always returns the concrete release it read.", + "description": "List what the Fifth Door platform can do for a game, as the docs index of one SDK library release: saved progress and shared records (collections), play-time LLM and image generation, multiplayer (realtime, presence, claims), daily games, camera and microphone input, share and invite, background audio, notifying players after they leave (turn came round, results landed, a timer ran down), selling items to players (in-game purchases for keys), plus the setup guide for a project outside Studio. Each capability says when it applies and which distribution hosts lack it. Read-only: touches no files and needs no login. Call it when a game needs something the platform might provide — while adding a feature, not only at setup — then read the matching topic with get_sdk_docs. Always returns the concrete release it read.", "execution": { "taskSupport": "forbidden" },
Current tools
Show all 27 tool fingerprints
animate_sprite
clear_game_preview
create_character
create_dialogue
create_image
create_image_set
create_music
create_sound_effects
create_speech
create_style_reference
create_video
edit_image
enter_jam
generate_game_preview
get_asset_job
get_game_preview_status
get_sdk_docs
list_jams
list_my_games
list_sdk_services
login
logout
publish_game
set_game_preview
set_game_visibility
whoami
withdraw_from_jam
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