I'm not going to comment about the Bada side of the argument, but I have to agree with a lot that was said.
How encouraging is it to work on a project and having it work 100% in the windows player only to find that when you try it on android devices there are all sorts of issues; sprites not showing up (identical to ones that do show up) and the physics behaving completely different.
"Give them time" I hear you say. Well I would rather wait with 3D and all the new issues that will bring to each platform so they could get the current stuff working right.
While I'm on a rant, who is the future customer of AppGameKit going to be with freedom engine being out there? Why should any of us who bought AppGameKit keep working with it since it seems a lot easier to deploy a game with freedom, just to take one example.
What's stopping someone to make a complete game with the free version of AppGameKit, testing it with the windows player, then buy one month of FE and pasting the code there, work out a few kinks and deploying the game with complete rights for only $5? I spent quite a bit more than that solely on AppGameKit which I might as well ditch and only work in FE.
Sorry to come across like a whiny bitch but this stuff eats on my mind daily as I work on my apps. I love working with AppGameKit other than this stuff and I own most of TGC's releases
My hovercraft is full of eels