SoleGoose - this is why I preferred email for this. The exact reason. But I'm not sure what words I put into your mouth.
Gloves - it's a complicated answer. Five years ago, I began creating Mystic Searches...at that time, I knew very little about NES development. We launched a successful crowdfunding campaign, but it was more than for just the game. It was for three things - a film that chronicled the homebrew community and what it was like to be a developer for a console (actually, the primary deliverable - focusing on the human side of developing for one of these games), the game itself, and resources that we knew we'd inevitably have to create along the way so that others could follow in what they did to see their ideas come to life too (and hopefully with less R&D). This is noted right from the start, the first 10 seconds of our pitch video, that these were the deliverables. We began building our base level of tools almost instantly...just like any developer creating in depth projects. No deeply developed homebrews were created without creating or using some sort of data-mining tool, whether it be Shiru's screen tool or FamiTracker or custom in house built things to make some level GUI management of the HEX data. Well, after working on this all for about 18 months, we had effectively a finished film. It showcased the efforts of the NESdev community...SoleGoose, Derek Andrews, Memblers, Tepples, Khan, Sly Dog, the collectivision crew, Sivak, Brad Smith, a bunch of others, working them into the narrative intended to show that these aren't novelty projects, but that a lot of personal passion goes into them. We were also at a "finished" point with an engine and were mostly just world building at that point. But by that point a few things happened. One, while touring with the film to festivals and conventions, many more people were excited about our tools than they were about the game. But more importantly, we had learned so much that we realized what we could do if we invested more time in the tool itself. So at that point, we tapered where we were, built a small scale game out of it (still beyond our anticipation when we'd started the project!), and released it as Mystic Origins...at first as a bonus prequel, and soon after as an optional fulfillment of the reward, as it was a full NES adventure game as promised in the original Kickstarter, and was ostensibly what we had set out to create when we launched two years earlier. This would allow us to build a much more intricate and involved final game as the result of this passion project while still delivering on the promises of the Kickstarter, AND it would allow the promised tools to be that much cooler than we'd ever anticipated. Some people were upset at this. That's the source of the animosity that you're referring to above. The thing is, development of "NESmaker" (originally called the Mystic Searches Screen Tool and Game Engine" IS development of Mystic Searches, just like how Brad Smith's development environment that he built WAS development on Lizard. The only difference is that we're making ours available for others to use, which was always the intent, right from the start of the project. But it is inextricably connected to the development of Mystic Searches, AND the hopes of making NES development more accessible to more people.
Hope that helps with clarification on that! And we have a lot of new fun things in the next version to be excited about, I hope!