You resized screenshots to 1024x768? I can't imagine that to be an integer scale of any DOS resolution. When scaling pixel art images you want to stick to integer scales, that is exact multiples. 640x480 needs to be scaled to 1280x960 for example. You can have different scale factors on different axis to account for different aspect ratio. For example, 320x200 scales to 1600x1200.
Here's a 20x20 image which I resized to 35x35 then integer scaled to 280x280:
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The integer scaling is entirely lossless, the uneven pixels here is because I scaled 20x20 to 35x35 (NOT an integer scale).
Here's the same 20x20 image which I resized to 40x40 then integer scaled to 280x280:
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This image is just integer scaled. Notice how the line looks perfect?
Now if you chosen any scaling algorithm other than nearest, it will smooth out scaling artifacts like this, but gives another problem:
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Now we have a different image entirely. We've obviously added stuff to the image. This is bad. The easiest way to check if you've used a scaling algorithm that distorts the image is using paint and zooming in to the max zoom level and seeing if the pixels are the way you expect them to be. Paint only does integer zooming. If you resize 640x480 to 1280x960 then every pixel of the original image should be a 2x2 pixel block of the exact same color in the resized image. If you resize 320x200 to 1600x1200 every pixel should be represented by a 5x6 pixel block.
Now the larger resolution the source image is and the larger the target resolution is, the smaller these flaws will be, but they will always be there and there's really no logical reason for it.
So. Stick to integer scales if you want to resize the image without distorting it. Keep in mind that if you resize the image, then MobyGames can't resize the image properly later. That is, if MobyGames implements scaling properly then all the images you uploaded will look worse than the ones uploaded at native resolution. What you're doing by uploading prescaled screenshots might look good now, but it could be worse in the long run. Plus, by prescaling you also make it much harder for third parties to use your images for the same reason.
You also should not use jpg for low color images. Here's the 20x20>40x40>280x280 image as a low quality jpg:
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One thing you'll notice is the image has a significantly larger file size. The second thing you might not notice because of a poor example image is the damage it does to the image, I'll zoom the upper left 40x40 pixels up for you:
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See now? The jpg is larger and distorts the image. Don't do this.
In case you're not able to extrapolate from the examples, I've tested saving a Tyrian (320x200) screenshot resized to 1600x1200 as both png and jpg (50% quality). The jpg was 191KB and severely compromised in quality, the png was 39KB and lossless.