First of all: Apologies for my delayed responses but it takes a bit of time till my posts are approved and then I see them at a later time etc.
Second and most important: The 50+ MB Android problem. Forgive me for returning back to this issue, but it is a very important factor for some developers.
My friends and I are struggling for some months now in order to create a *very* ambitious 2D game, with LOTS of graphics. At this very moment we estimate that there are at least 250 MB of graphics/sprites alone (not optimised yet)! This number is (again estimated) to double in 7-11 months, when the game reaches its almost final/beta development stages!
It was BASIC that we knew well and BASIC only was the language we wanted to program in. The reason we selected AppGameKit is because it promised an easy porting to various platforms, and so PC, iOS and Android are our first choices of publishing (when that time comes). It was a choice based on the fact that we wouldn't have to dig deep into every platforms development environment (Visual Studio, Xcode or Eclipse if I am correct).
...apparently not. We are shocked to realize now that this is not the case. From what we read till now, we conclude that AppGameKit can not offer a simple way for publishing games greater than 50 MB in Google Play.
Please correct me if I am wrong (and forgive my wrong conclusion) and allow me to ask if there is a possibility of fixing this "issue" in some future version of AppGameKit, or by publishing a *detailed* guide (which doesn't include web server stuff) in case I miss something.
"For Those About to Program We Salute You"