Hi. I am a programmer of some experience but I am using Hands On AGK2 because well, it's well written and readable, and with any new system there is learning the API as well.
To be fair, as the Mod. has pointed out, it is for AppGameKit 1. It's not that different though, all the stuff on algorithms and so on is much of a muchness, and you will learn a lot by just fixing the examples for AppGameKit 2.
Mod ; I think this is a mistake by the devs, personally. In AGK1 mod (remainder) is an operator like + or - so :
x = 7 mod 3
will set x to 1 (remainder of 7/3). In AGK2 this has been changed to a function which is somewhat more unwieldy.
x = mod(7,3)
Other things I have noticed ; the setup is slightly different. To get the button examples to work you have to set the display aspect to 0.75 (which is width/height) otherwise it compresses the button positions. Function calls and definitions now require brackets even if there are no parameters, as well.
Please feel free to ask. I can't remember what I did exactly but it was quite enlightening making things work (e.g. the aspect ration helped me figure out exactly how the resolution system works !)
If you don't fancy HandsOn or the other one (Teach yourself ?) which is good as well but has the same issues, then use them as guidelines / manuals, and start with the basic (
) examples. Then start drawing things and so on, using the examples on the AppGameKit website. Once you've got the hang of chunks of it, have a go at something dead simple - Pong/Squash is usually a good starter ; your code will probably be terrible but you will learn a lot and subsequent code will be much better.