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This is amazing. Does anyone who knows how decker works tell me how to look at the code?
Under File, select "Prototypes", then double-click "Wigger", then select "Script..." from the Prototype menu.
The majority of the drawing-related logic is in the "wiggler" Prototype; choose "Tool -> Widgets" from the menu, double-click on the main drawing surface, click "Prototype..." and then choose "Prototype -> Script..." from the menu.

Various other buttons and interactive elements contain their own scripts; from the main view in "Widgets" editing mode you can double-click on the ball-point pen tool and then click "Script..." to see how tool-changing works, for example.

Do you want to keep tools internal sort of like the uxn/varvara ecosystem's focus on dogfooding tal, or are external tools ok?
If it's possible to build things for the Decker ecosystem using Decker or Lil, it's advantageous; it will be easier to keep things up to date and portable as the platform evolves, and to reuse bits and pieces for other Decker-related projects.

That said, anyone interested in building tooling is welcome to do so. This is why, for example, the Decker file format is fully documented: https://beyondloom.com/decker/format.html

This is soooo much more fun than most software aimed at kids.
I want to work in such a noisy wiggly environment all the time!
the drawing noises instantly took me back to my kid-pix days.
This is great for game development (esp. kids' games)!
The craziest part about the page is some of the sample drawings people did that are unbelievably good.
Brendon... Brendon... Check it out... We've got wiggle animation back, Brendon. This is great.