Update!
You can now save a private draft of your world without overwriting the published version. This will make it easier to make edits without messing up visitors. Note that when using the "Explore" option, you will be exploring the public version - the World Editor will open the private draft instead.
I've cleaned up some duplicate credits, and added a search option for assigning credits to media files, making it easier when uploading multiple files by the same artist. When assigning a website to an artist, use their main "personal" website or the place they generally put their work. I've also added a field to the media file itself to link to the original source page.
I'm also planning to add a system to packages that automatically accumulates editors of an object, if that object was copied from a different user's package. The automatic credit reel is close to being ready - the plan is to automatically sort all contributors under their main contribution or contributions (sprite graphics, background graphics, tile graphics, sound, music, object programming, and world design). It will make your world look like a proper game with a whole team of contributors
I've organized the event list better, and added a few new options - setting the camera to follow a sprite (you can make an invisible "camera control" sprite if you like) and also a "Shift" option which is basically a teleport but also moves variables related to that sprite - its origin point, jump destinations, and damage text. It won't be used much, but with some clever scripting you can use it to create the illusion of infinitely-scrolling areas.
As an example, I created a new world, the Cursed Forest. It's basically an endless monster hunt where you can only escape by collecting 256 sparks and defeating a boss (rather difficult, I'd suggest getting some healing potions at the Protea shop first, but if you survive it's a great place for grinding sparks). I'll probably use it to showcase more monsters and other random objects as I make them.
I've also added a new package with a Chest and Mimic sprite. Chests can contain a user-selected number of sparks, and if you place objects on top of them in the world editor they will "store" those objects inside them to be released when the player opens the chest. (In reality, they transform all objects on the same tile as themselves into an invisible "contained object" sprite when created, then change them back when you open the chest.) Oh, and also you can choose to make them Mimics that attack the player when opened.
I'm going to make a method of selecting an individual sprite's inventory (right now it only works on classes) which will be nice for both chests and shopkeepers.