appealing to me. I will see if I can breathe some life into Diddy's BlitzMax target once I get close to my release date - otherwise, Flash seems to be the most feasible solution, even though I really would like to avoid it. All in all, Monkey isn't mature enough for PC/Mac releases out of the box, in my opinion. Something really ought to be done about that - because it's great in most other ways. :) Open AL is just a few hundred KB, and I'm sure that the XNA redist package is just a couple of MB. But the real deal breaker for me is that it's not possible to switch between fullscreen and windowed on those targets... Ah wow, no full/windowed toggling!? that's crazy indeed! :| I've been looking at developing with monkey (even if I already bought it!) but this is quite a serious limitation since my main targets are still the good old PC/Macs :) I know the feeling! So far I've managed a workaround for the GLFW target that allows fullscreen or windowed, but that has to be set during startup. (I.e. "this setting will take effect the next time you start the game.") But I'm considering other options as well. Monkey is worth developing in for the excellent Android/iOS/Flash/etc support, IMO. I'll find some way to do the PC/Mac versions well too. :) I agree that Monkey is worth it. HTML5/Flash/Mobile matter the most long term. Mark, can you change/add what needs to