Anything done in Tier 1 is doable in Tier 2.
But anything that requires user inputs or waiting for external processes (like cameras) needs to be handled a little differently.
Anything that requires user input (touch, mouse, mouse movement, accelerometer, text input) or external processes (http stuff, camera, network things) only gets updated once each app::Loop() execution.
Unlike in Tier 1, where you can update any of that stuff by simply calling Sync(). In Tier 2, calling agk::Sync(); will always update the display and physics, but won't update the other stuff.
As soon as I can find the time, I will create a Tier 2 example showing how to handle all that in a state engine frame work.
Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master