SpriteCook Upload Assets
Use this skill when a local image file should become a reusable SpriteCook asset_id.
Pair it with spritecook-workflow-essentials for credential safety, manifests, and downstream asset reuse.
Preferred Flow
- Inspect the local file path without printing file bytes.
- Determine
file_name, MIMEcontent_type, optionalsize_bytes, and whetherpixelshould be true. - Call
create_asset_upload(file_name=..., content_type=..., pixel=..., size_bytes=...). - Upload the file bytes to the returned
upload_urlwith HTTPPUTand the returned headers. - Call
finalize_asset_upload(upload_token=...). - Use the returned
asset_idin the next SpriteCook tool.
The upload URL and token are short-lived secrets. Do not print them in user-facing prose, save them to project files, or include them in manifests.
PowerShell Pattern
On Windows, upload without printing bytes:
Invoke-WebRequest -Method Put -Uri $uploadUrl -InFile $path -ContentType $contentType | Out-Null
Use variables for $uploadUrl, $path, and $contentType; do not echo them if they include the upload token.
When To Use Inline Import
Use import_asset(image=...) only when the image is already a small data URL or base64 value that can be passed directly without logging it.
Do not use shell commands that print base64 to the terminal. If encoding is necessary, store the value in memory or a private variable and pass it directly to the MCP tool.
Reusing Uploaded Assets
- Use
reference_asset_idwhen the uploaded asset is one specific source or context image. - Use
edit_asset_idonly when the uploaded asset is the one image being directly modified. - Use
style_asset_idsongenerate_game_artwhen uploaded assets are ambient style guides; pass up to 10 IDs. - Use
style_asset_idongenerate_tilesetfor one tileset style guide image. - Use
asset_idonanimate_game_artwhen the uploaded asset is the source to animate.
Save the returned asset_id and a local file hash in the project manifest when the workspace is writable.