Hi all,
I’ve been a long time BlitzMax user, even switched to Monkey-X for a while.
I was toying with the idea of focusing on Mac and iOS only, so started to look seriously at moving my game development to Swift. On the whole, not a bad experience, although I think some of the idiosyncratic methods left me a little cold. Seems like far too much work to create even the simplest of games.
So I thought I would take the plunge with either AGK or Monkey 2.
Needless to say, I am going to forge ahead with mx2 (otherwise I wouldn’t be here)
But I also wanted to share my shock at AGK. Non-object orientated… still using GOSUB. The language seems like it has just crawled out of the 80’s!! Admittedly the physics is cool, but I know that if there isn’t a module for mx2 (I haven’t checked), it will be simple enough to create a simple physics engine.
So, hello everyone, and thank you Mark for keeping Monkey/Blitz heritage alive. I look forward to having the fun back in games development.
Oh, and that idea of sticking to Apple platforms… binned it. If I’m using a product from Mark Sibly, I may as well target all the platforms 