Redsuinit is talking about a situation where, if you scaled the pixel art to fit the screen, the scale factor wouldn't be an integer. For example, supposing you made the art for a 240px 'screen'. Then supposing your phone screen is 640x800. 640 / 240 = 2.66; 800 / 160 = 5.0. This means you would need to a) use the scaling factor 2, and b) occupy (640 - (240*2)) (=160) pixels of space with 'filler' art rather than playfield.
There is a lot of room for adaptation there, especially if you think carefully about your design, but the basic point holds: If you're supporting multiple devices, some of them will be an imperfect fit to the metrics of your art, which means you have to find some way to use what would otherwise be blank space.
re:scaling:
You should *always* scale in-engine if you possibly can; it saves you memory and storage, simplifying any updates to art, and also potentially reduces CPU and GPU usage (less data to transfer).
I refer back to the first post I made in this thread. It explains it perfectly well. You (Kepler4) would need to create a script that basically said this:
if (current.screen.resolution/design.resolution < 1.5)
pixelart.scale = 1;
else if(current.screen.resolution/design.resolution >= 1.5)
pixelart.scale = 2;
else if(current.screen.resolution/design.resolution >=2.5)
pixelart.scale = 3;
repeat this until you have covered all of your scale sizes for all screen sizes. This is not the actual script you would need, but I don't know what language you code in or what engine you are using. If you want to understand what I mean about the "usless filler" refer back to my first post in this thread, with this bit of psuedocode in mind.