If possible, you could disable filtering, so pixelated, but it looks like that might suit the style anyway. I'm sure you can adjust the UV border on a sprite as well though. Lemme have a quick look at the help files...
SetSpriteUVBorder
Description
Controls how the sprite handles UVs that might extend beyond the bounds of the image during sampling, for example when the edge of the sprite is halfway across a pixel. By default (border=0.5) the sprite compensates for this by offsetting UV coords by 0.5 pixels inwards, however this means that the outer most pixels of the sprite's image may not show. border=0 removes this offset creating a pixel perfect reproduction of the image, but this may cause texture seams when trying to line up sprites of the same image that don't fall exactly on a whole pixel. Setting the border to 0 may also cause animated sprites, or sprites using a texture atlas, to 'steal' pixels from neighbouring images. You may also increase this effect by setting the border greater than 0.5 pixels.
Definition
SetSpriteUVBorder( iSpriteIndex, border )
Parameters
•iSpriteIndex - The ID of the sprite to modify.
•border - 0=half pixel offset, 1=no pixel offset
I got a fever, and the only prescription, is more memes.