Wendigo

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  1. Hm, since Pixi 5 is already around the corner, I guess the internal functions of Pixi 4 won't change any more. Might indeed be an option to use the private property. Thanks for the tip.
  2. I think the online build service of GDevelop5 needs some clarifications: You can create your entire game in GD5 without ever using the build service. This is completely optional and only helps with packaging your game as an Electron App for PC or a Cordova App for mobile platforms. The free plan lets you create and download a package two times per day. Personally I haven't reached that limit yet, since you probably won't publish a game or update it more than once per day and running a preview works without the build service. The export dialog in GD5 lets you export your game locally without using the online services at all. If you are working on a pure HTML5 game, you can just do a local export and upload the files to your webserver. If you want to release for PC or mobile it is also possible to export your game as an Electron or Cordova project on your local PC (see the manual export options in the wiki). But in this case you need to install the Electron/Cordova dependencies yourself and build the app on your local computer. But since this process isn't straight forward and GD is aimed at novices in game development, the online build service was created to make it easier for them. But since no one lets you host the whole tool chain for free, the developer of GD needs to charge some money for the service. (which isn't very much compared to the commercial competitors). TL;DR: You don't need to pay anything to use GDevelop5. All features of the IDE are available without any subscription. The only thing that costs money is using the "one click online build" service for Cordova/Electron Apps more that twice per day. But this can also be done on the local PC of the game developer. (after installing the tool chain and reading some tutorials).
  3. Thanks for the reply. 🙂 Did I get you right, that I have to assign the "active" filters to the "mysprite.filters" array again, each time I want to add/remove one of the filters in Pixi v4? I didn't really understand what you said about the "getter that clones array". Is that an alternative approach to add filters? Do you have a recommendation on how to do this in a memory and performance efficient way? I'm trying to add filter support to the GDevelop game engine so the active filters and filter settings might get changed frequently.
  4. Hi community, I'm trying to add an additional filter to a sprite in Pixi v4 but somehow this only works when I add the filters at the same time like so: mysprite.filters = [new PIXI.filters.BlurFilter(), new PIXI.filters.NoiseFilter()]; My goal is to dynamically add and remove filters on the sprites at a later time. I have tried this (see below), but when I examine the "mysprite.filters" property, the debugger still tells me that there is only one filter on the sprite: mysprite.filters = [new PIXI.filters.BlurFilter()]; ... mysprite.filters.push(new PIXI.filters.NoiseFilter()); What is the correct way to add additional filters to a sprite? Thanks in advance. :)