Currently, every image in the roblox engine has a bilinear filter put on it. This filter pretty much kills my ideas for 8-bit games, and the only way around this is to blow up the images to a size where the filter is just barely visible, which leads to longer downloading than what is needed.
What is the point of this filter anyway? It lowers the quality on a ton of my images, and has been a pain for so many reasons. Glad I know why this happens, I once spent hours because of this thinking it was somehow my fault.
Honestly, this is a big issue when you’re not displaying the image at full or even half of the original size. I haven’t run into it much because I upload the image as a set size.
Additionally, if you want to make an 8-bit game, you could always make the Sprites on Roblox and insert them in a folder, would work nearly the same way. I know because I managed to make an very basic 8-bit 2D shooter with an animated character.
This really is not a good solution for this. That means you can only use the uploaded images in one size, you can’t do animations with them where they change in size slightly, and the fact that the clients need to work with N^2 times the amount of image space while they could have done it with just the original pixels on a smaller spritesheet. (Not to mention the hassle that you need to upload ~N^2 times more spritesheets as well)
Take a look at Stardew Valley for an example. It has huge pixel-art backgrounds and animates sprites for a lot of objects (they don’t stay the same size always), and they are also rotated often. I want to be able to put such an art style into a ROBLOX game, and you can only do that with constant interpolation or it will look really bad (or be really inefficient).
What I’m saying is you can just upscale your imagine using nearest neighbor to the display resolution in your image editor.and then upload it.
I’m not saying that this is a cure-all to every image display problem on roblox. It’s just a technique I use almost every time I upload an image because it works for most applications. You guys are really blowing my suggestion out of proportion.
The main issue is that you can’t scale something to be usable in 3D space because the amount of pixels for a 1x1x1 block will change based upon resolution. We do need something like ‘nearest neighbor’ scaling because it limits creativity greatly.
######Note: This was only addressed to you so you could see my joking quotation. Sorry for the inconvenience caused by you clicking the notification.