First, huge thanks to the developers of Box2D and in this case the Alchemy port and WCK. After a few tests, it seems like I'll able to have the type of features for some of my games that I only dreamed of. Actually, I have managed to write some decent engines but there were a few things here and there that limited their full potential. A few years ago when physics based Flash games became popular I found Box2D but many games' performance was really CPU intensive and I decided to stick with my engines. But those extra features kept "bugging" me.

So I decided to look into Box2D again and found WCK that seems to perform a bit better compared to the other Flash port. So far everything is going well and I think I'll be able to have the extra features that I want.
As I mentioned in another post, I wanted to see if instead of drag and drop in WCK, I would be able to create the engine mainly with code. After some trial and errors it seems like it can be done. There were some

moments but for the most part I'm
The strange issue that I came across.
In the specific object class .as file if I use:
type = "Static" DOESN'T WORK. After half an hour of searching and perhaps a lucky "guess":
type = "static" WORKS. This is really strange because, in the Component Inspector (Flash CS4), type is written as "Static". Also, in some WCK posts I think I saw it as: type = "Static" or object.type = "Static".
Then, when I wanted to make the object dynamic during run time, figuring out that
type = "dynamic" should be
type = "Dynamic" only took a minute

Haven't tested the Animated, Kinematic properties yet.
I'm using Flash CS4 and just downloaded WCK from
https://github.com/jesses/wck yesterday.