How do I keep pixel size consistent in my pixel art game?

hey guys, as the title suggests, how would I achieve this sort of consistency in my game?

today I wanted to see if this sort of scaling works on Roblox, so I made two sprites on Aseprite, one sprite 2 pixels x 2 pixels, and one which is 100 pixels x 100 pixels


when I put it into studio though, both came out to be the same size (character for scale)

is there any way to make it scale, maybe with calculations or something?

UISizeConstraint, 9-slice UI and others…

ImageRectOffset and ImageRectSize

This is imagelabel ? (use scale or ScaleType (which is in properity in Image) for this image) are probably your best things

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this is a particle emitter
I will try using ScaleType

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honestly if there’s no solutions for particle emitters I’ll just make a custom particle emitting system i guess

you could try use Size or other features

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You see, my good sir. There is something called “size”, I know this may be confusing but stay with me, but “size” changes the size.

Increasing that “size” value makes it larger, whilst decreasing “size” makes it smaller.

that’s not what I’m asking for HAHA
thank u distinguished gentleman

what about just using a ratio? I choose a base size, then scale it accordingly

actually hold on
in theory, this would work, but this isn’t theory. the pixel size will scale accordingly to the size in the p.e, and won’t follow the size of the base pixel

first off set resampling mode to pixelated on the image labels, then just make sure the sizing is consistent

ykw, pixel size doesn’t matter in a 3d game in my opinion
just saw a few examples of pixel art in a Roblox game, it doesn’t seem to matter much, however thank you so much!

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