@GarBenjamin
Do you know, why I am using AppGameKit? I tried Flash Profession CS6, I own it, but it had no Windows 8 export back than and a lot of the game programming stuff was missing. Native PlugIns were written, so you could use the buildin cameras for some devices. It was a problem with Adobe AIR, to be running great on Windows and so on.
I changed to Game Maker Studio 1.x (now 1.4) and first I was excited. Fast tile drawing with a build in editor and setting up the tiles. Getting a little game to work. But I run into problems. Compiling time was very slow. Handling large assets was a problem. Loading times are higher, you can't handle the texture loading by your own that easy. No 3D, no JPEG support and restricted file handling.
Since 2005, I guess, I am using PureBasic for small tasks. It would be possible to write a game back with it. It had Ogre 3D support. It could integrate native C++ libraries, had buildin Gadgets / Widgets / GUI elements. And is very fast in compiling. The reason, I changed to Flash Profession for gaming were the Apps. Be able to export to Android oder iOS.
Why did I use AppGameKit?
It had some features, PureBasic didn't have, some GameMaker Studio didn't have, some that Flash Professional didn't have.
But it is missing also a lot. And in comparism to PureBasic or FlashProfessional it is Buggy as hell. In comparism to GameMaker Studio it is on a par with.
Back than I would have to write a tool like Spriter or Spine in PureBasic. I guess, the idea I had around 2008. It was possible with it. In 2010 I bought Flash (Adobe Master Collection CS4 / CS5) and Flash had it all. Animation, Action Script 3, object oriented and so on. But the compiling times and the Eclipse IDE (Flash Builder) where strange in some ways. And it took a lot of GByte to install all and configure it right.
PureBasic was more about 25 MB, maybe less back in the day. Know it's under 100 MB and can handle Windows 32 API and so on. I tried also the Microsoft Visual Studio some times and tried C# Sharp. But to install all that, and setting it up and only online help ... meh ...
PureBasic is running on a slow machine, had a help file with it, also in German. So it was and in some way it is, the holy grail for me.
So why AppGameKit?
In 2013, I wanted to make a game for the OUYA. I was hyped. But know tool could do it right. Adobe wanted you to updated with money every few month for little changes. Game Maker Studio was out for a few month back then and was slow back than as hell. And AppGameKit? Huh. Nearly every command I tried was buggy. It was frustrating.
Why not Unity or Unreal Engine?
Licencing. I like the idea, that I pay once and can sell my tools or programs. Unity back in 2014 was about 4500,- $ for the Pro without the Unity Logo or so with Android export. And Unity was also "crap" back than. And still is very slow und a mess of a GUI. I could use Blender Game Engine, if I wanted it complecated in the GUI
Unreal. Ui. I loved the UnrealED 2.0 back in 2003 and we made some levels from Unreal Tournament. But I guess, it was about 35000,- $ or so. And I don't know, what about the Android export and so on and creating the Assets would be expensive.
And also Unreal and Unity had no good 2D handling back than. It was a little bit funny, to see Unity3D implement "2D" later, to get also the GameMaker Studio customers.
So ...
Unity and Unreal Engine games can now run on the Nintendo Switch and also Game Maker Studio 2.0 games.
But they share all the same problem. You have to rewrite parts of the engine over time or handle things yourself, to get the most out of it.
It is easy to create a C64 looking game running on a i7 with about 16 GB RAM and a Geforce Titan X or so.
But it is complecated, to run a simple game on the OUYA or the Raspberry Pi. And also the compiling times are so high.
What does that mean?
I came to the conclusion, that the Engine does matter!
Which Engine do you want to use? Unity or Unreal? Oh! After some progress, you will change the engine for your game. Create tools and modify it. You can't use an Update anymore that easy.
So Unity or Unreal? It doesn't matter at all. That's why, we could use AppGameKit.
We will have to write some tools for us. But we could use them also in 5, 10 or 20 years.
AppGameKit has the nice bonus for me, that it supports JPEG and PNG. That it supports Spine and Spriter (but don't ask, which version, Skeleton Animations in AppGameKit are a little mess). And you can export to Android the easiest way from all Engines and Environments, I know. It is in comparism a steal or a gift or how you call it. It is nearly free, if I would count the money it costs over the years I could use it.
PureBasic e.g. has a LifeTime Update right. I bought it back in 2005. With AppGameKit 2.0 it is nearly the same, I guess.
And I can easy load FPSC Classic *.X files into my projects. And they are kind of OpenSource or so. So about 8 GBytes of data. Nearly 4000 Assets (some are dublicates)
So yeah. Let's write a TileSet Loader. Let's Write some tools.
I personaly would love to see more things done with Raspberry Pi and the OUYA and gaming. That is, where AppGameKit is very impressive in my opinion.
What I wanted to tell is, that we would have to write in any engine our tools. And writing a tool could be fun and you really understand, what it will do. I don't say, that we have to program Windows or Photoshop.