Welcome to AppGameKit Kieran.
It will come as no surprise that this gets asked a lot and there are almost as many answers as there are screen sizes
For starters, you have two "modes" of operation;
The Percentage System - where the x and y coords go from 0 to 100
The Virtual Resolution System - where you set a working resolution or use the native one of the device.
Both have their pros and cons and the board is split so you'll probably get opinions from both sides of this.
When it comes to designing the graphics, the important thing is to consider your primary target market and work from there.
For Windows, it's pretty much whatever you feel looks right
For mobile devices you would probably use higher resolution graphics for Tablets than you would for phones.
Whatever you go with, AppGameKit will do most of the work for you in terms of scaling, so the other things to consider are things like file sizes and device power.
For example, lower end phones are very limited on storage so if you are looking at these, you will want to be efficient and keep your files as small as possible.
I personally use the virtual resolution system and wherever possible work at the native resolution of the device - that way AppGameKit needs to do less scaling and so is less demanding on the CPU of smaller devices.
There are plenty of examples with AppGameKit and on here which you can use to try out ideas.
One important tip - a lot of devices prefer to use graphic files with resolutions which are a power of 2 - ie. 32 , 64 , 128 , 256 , 512 , 1024 etc.
You can chop these up once loaded, but it's a good idea to stick to these size for the graphics files themselves.