it’s been 2 or 3 weeks since I first announced the soon to come Private Beta test of WorldGameMaker.
This post’s purpose is mainly for informing you that the editor is evolving in a good way. I added a very nice feature: Animation System (it’s kind of a MovieClip component). It allows you to animate anything based on keyframes (just like in After Effects for example) and it uses a very efficient tweening system (and thus you can use common tweening equations)
I’m also experiencing a couple of issues with the dynamic loading feature (that lets you preview your game inside the editor).
There is a problem when a game is loaded inside the editor (for preview) and registers an event on the stage. If that event is not unregistered manually (I can’t do it automatically from the editor) when the game is being unloaded, the whole game will actually remain in memory, causing loads of unwanted behaviors like some functions being triggered even though the game is supposed to be unloaded and, in many cases, leading to errors that might crash the editor (which is not very pleasant)
This had led me to some thoughts about how to access the stage from a game that is being previewed in the editor (everything would work fine outside of it)
Either I let people make that mistake and learn from it (but crashing the editor wouldn’t be a very good option I think).
Or I write a specific class to access the stage and register events on it (but then people need to be aware of that)
I think I’ll go for the second option.
Anyways, I’m working as much as I can on the editor in order to release a usable beta as soon as possible.
I’ll let you all know.
And if you would like to participate in the beta, just leave a comment or send me an email, I’ll add you to the list.