Monkey, Mojo, Pyro, ...Monkey Forums/Monkey Beginners/Monkey, Mojo, Pyro, ...
| Hey there!|
I'm a professional software developer (whatever that is) and I'm looking for an easy to get into "after work" development environment / language to create some 2D games. I have used some Blitz language many years ago and recently stumbled over Monkey X (marketing doesn't seem to be it's strong point). Does it make sense to go with Monkey now and move on to the (upcoming?) MX2 later? I have also read about Mojo (2) and Pyro. It has left me all a little confused... Pyro seems to be a game engine which utilizes the Mojo (graphics?) module and the Monkey programming language. Is that about right? I have played with other options like libGDX and Unity. While Unity seems very powerful I fear it would be just a little too much for my purposes. I don't care much about 3D. I kind of liked libGDX, it just reminded me too much of work being Java and all. ;)
My combination could be Monkey X Pro + Pyro (or just Mojo 2). Does this make any sense or should I just wait for MX2 to be released? I don't mind paying for quality software so cost is not an issue but it would be a shame to rewrite everything after a while because the original Monkey is not being developed / supported any more.
| Sounds good. Mx2 is planned to be more of a general-purpose language, but I believe mojo2 was written with it in mind. Pyro leverages mojo 2 as it's back-end. So you should be able you easily transition to it when you're ready.|
That being said, monkey projects will likely require some minor porting if sufficiently large. No one knows yet just how different mx2 will be syntax-wise, but most people seem to agree that it's probably not going to be too radically different.
If you stick to a strict style and don't take too many shortcuts, your code will likely port over without much issue...
| Like you I stumbled onto Monkey X, and yes marketing doesn't seem to be it's strong point, I have tried other game frameworks mainly Libgdx, AppGameKit, Phaser (html5) and I find Monkey X easier to work with. I'm using Mojo and the Jentos IDE at the moment and pleased with how quickly I can get something done. |
| Mojo (1 & 2) is the "game engine" module for Monkey, it supplies commands to draw graphics and play sounds.|
Pyro is a 3rd party "game framework" which uses Mojo 2.
Mojo 1 works for all supported Monkey targets, whereas Mojo 2 only works for C++ targets.
| Thanks to everybody for clearing things up. I'm fine with C++ targets as I don't care too much about HTML5. I think I'll just be playing with the free version for a while to see how well I like the language and everything that comes with it. Thanks again! :) |
In the long run you probably can't avoid more libraries and library imports coming to MX2, and that may even include more 3D stuff (WebGL engines etc) -
while, at the same time, MX2 still comes with it's library system (math, networking, Mojo2, ...). At least that's what I think - nobody said those system libs are removed.
whereas Mojo 2 only works for C++ targets.Mojo 2 supports of OpenGL/WebGL targets AFAIK.
I think I'll just be playing with the free version for a while to see how well I like the language and everything that comes with it.
I think that is the best way to start. First get a grip on the language and Mojo 1 and/or Mojo 2. Monkey and Mojo are quite capable on their own. You will find out soon enough if you need any 3rd party framework like Ignition X, Pyro, Diddy, etc.
I agree that for new comers things can get a little confusing.
As far as our frameworks Ignition X and Pyro go just think of this:
Ignition X is for Monkey 1/Mojo 1.
Pyro is for Monkey 1/Mojo 2 and will be ported to Monkey 2.
The thing is, while I was working with Mark on Pyro/Mojo 2 he decided halfway the project that he wanted to do Monkey 2, or atleast it seemed to look that way, surprising even me but I completly encourage the move!!! :)
| Using the free version is definitely a great start. |
| Thanks again! |
I have played with the language for 2 or 3 hours and I'm quite satisfied. I was able to create a basic Space Invaders like game without any prior knowledge. I don't think this would have been possible with "heavier" framework. The OO approach takes a little getting used to when you're coming from Java or C# as it has some "special" rules but the language is really super easy to learn.
| Spread the word! |
| I doubt my word alone will do much good but I certainly will. ;) |
| Oh, man, 2 or 3 hours?! Now I'm embarrassed! |
| Haha, I had some sprites and some sound files lying around...I just did the (messy) coding. I looked over the examples, stole some ideas here and there, studied the API. In the end coding is coding, the language doesn't change much. |
In the end coding is coding, the language doesn't change much.
That is what I say all the time. Once you can code, the rest is just syntax and style.
| True, there is a lot of game related stuff I'll have to study though. |