For this case of downscaling, Mipmap+filter gives you the best look, IMO.
You should try not to do single pixel lines if the image is going to be downscaled because that will result in weird looks (try that on the image editor), maybe even frames looking different from each other if what you look for is a sharp pixel style.
So is a better practice to have original images in size which won’t be changed, or to have them in a bigger resolution then downscale them? Or maybe to not change the scale of the Sprite but to change the parent node?
My Godot game scene is in 1920x1080 resolution, but I’m making all of the images in Affinity Designer (vector drawing software) scene in 3840×2160 resolution.
This way I thought I could have Sprites in a bigger resolution to not lose image quality when zooming in.
I’m trying to go for a “clean vector style” just for a reference what the goal for image clarity is.
Edit: the “Original PNG” in the link above is not in the original resolution, which is 1024x1024, the Original PNG in the link is downscaled resolution.
Luka38 | 2017-11-06 10:32
Did some new tests, and this is the result:
The first one from the top looks most like the original png.
I was hoping there is a way to import larger resolution images so they don’t lose on quality when zooming in. Seems it won’t work as I thought. Guess I’ll scrap zooming in for this game, it wasn’t that important anyway.
Luka38 | 2017-11-07 09:25
Zooming and keeping detail is always tricky in pixel art.
Another option can be making something like LOD is for 3D, make different textures for some key zoom levels and change the sprites.