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Pro Native code support
Developers can make native calls directly from Monkey code. This allows access to any native functionality and platform-specific features.
Pro Uses a great, easy to learn language
Monkey X uses a custom programming language (called Monkey) for all its scripting needs. Monkey is rather easy to learn, it's object-oriented which will help most programmers with understanding it. It's also statically typed and uses a garbage collector, helping to avoid manual memory management.
Pro Very rapid prototyping
Monkey compiles to HTML 5 so it is very easy to make a small change and quickly preview it in a web browser.
Pro Not running in its own VM
Unlike other multi-platform engines (Unity3D, Corona, etc), Monkey-X games do not run explicitly in their own virtual machines. Your code is translated into the native languages of each target platform, and then compiled as a native executable. For some platforms "native" is still a VM, but there is no overhead compared to other apps on that platform.
Pro Out of the box support for Admob
Add Advertisements to your app with just some lines of code.
Pro Built-in modules for quickly building games
Monkey X has a selection of great built-in modules.
- Data and Filesystems
- Text and Strings
- Online Services
Write your code once for multiple platforms, including iOS, Android, Windows Phone, HTML5, Flash, Windows, OS X, Linux, and many more.
Develop using Windows, OS X, or Linux.
Pro Easy to learn
With it's Object orientation and clean syntax its a brilliant language to learn if you have never done any programming before and yet still has all the power it needs to make full games and apps.
Pro Lots of great examples
Monkey X includes over 50 examples ranging from complete sample games to demos of single features.
Pro Many community modules available
Pro Partly open-source
The entirety of the base-language itself is open source. Commercial modules such as Mojo for non-free platforms cost a one-time fee. Though Mojo is not free for all targets, the targets for these platforms are, meaning it is possible to implement other frameworks for these targets.
The Desktop (GLFW and C++ based) and HTML5 implementations of Mojo are currently free and open source.
The language's development is completely public, and is managed via GitHub.
Con The documentation is not very thorough
The documentation contains a reasonably detailed language overview, and a somewhat-generated list of the included modules, classes, and methods. Module descriptions are rather lax, but usually present. Method descriptions tend to be short, and a majority of them contain no usage snippets; most parameters have very minimal descriptions. And there are no community collaboration features to help improve it, besides GitHub.
Con You'll have to learn a new programming language
Even though this is not a problem if you're new to programming (since you'll have to learn a language anyway), having to learn a new language develop games is a lot of friction for people that already know how to program in other languages.
Con No real asset store
Untangling how to keep assets in the ".data" requires attention and a filenaming convention.