Strictly speaking here the bug isn't with the IDE., but rather AppGameKit Script itself...
In somewhat blunt terms no Variable, Constant, Type, Function or Label should have the same signifier., and if AppGameKit Script was a compiled language; such a bug that allowed would cause serious problems.
AGK Script being an Interpreted Scripting Language however., well there is likely some 'automation' behind the scenes to ensure Type Safe behaviour (ala Java, Lua, Python, etc.)
Now as a note if you use #option_explicit (which _should_ be default behaviour) at the top of your code., it will disable AppGameKit Script from supporting various things, such-as using the same signifier names for different things but it also means you ALWAYS have to declare a variable before you use it.
I'd argue however this will force you into good programming etiquette.
You should always be declaring Variables, and each Object should always have a Unique Identifier.
I'm really not a fan of AppGameKit Script., at least compared to Dark BASIC v3.0... there are of course some good improvements such-as Array Functionality, and Function Reference (Safe) Pointers.
Still this comes at the cost of performance (which given the primary focus is Mobile Development, which is already far less performant than Desktop) and various core language behaviours common to Compiled Languages.
It would've been good had AppGameKit Studio, actually switched to an LLVM Language Compiler; to build a Native rather than Interpreted; but then I also don't understand the point in supporting Vulkan, while not supporting features beyond OpenGL ES 1.1 (OpenGL 2.0 Subset)... which in terms of features is actually less complete than DirectX 9.0c that Dark Basic Professional uses; and the lack of Multi-Threading to take advantage of Multi-Core / Multi-Threaded Processors (which every CPU since 2007 has been) ... well again is a baffling choice, esp. not to correct it with a "Modern" Version of AGK.
Esp. as support continues for AppGameKit v2 ("Classic" / "Standard"), which could keep said legacy compatibility for legacy devices that don't support Vulkan or more modern features.
It essentially means that for more Serious / Complex Projects., you're more or less forced to switch to "Tier 2" (C++) with the AppGameKit Engine SDK... but then that never made sense to me., because AppGameKit as an Engine is so limited in it's Features and Functionality not to mention it does come at a cost; where-as various alternatives do not., that it makes very little sense unless you're transitioning from AppGameKit Script to stick with AGK.
In fact there are various Free, Open Source and License Free Options available for anyone going C/C++ that provide far more modern features with similar scalability and support from Legacy (Low-End) Mobile to Bleeding-Edge Hardware.
AGK's "Benefit" is arguably it's easy usability, but then it's also often quite restrictive and limited in functionality... and again more so than something like even TGC past offerings like Dark Engine SDK; which can be used even on Mobile with a Darwine Layer.
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I'd argue that AGK's biggest boon is the fact that it is a BASIC Language., which is far easier to learn and use for Rapid Application Development (RAD).
It is an excellent entry level programming point, while scaling quite well to more advanced concepts... and had it built upon what Dark Basic v3.0 had left off., would arguably be very close to C/C++ in terms of overall functionality right now.
The inclusion of an All-in-One Application Programming Interface (akin to DirectX) while also being relatively easily expandable., is again an excellent aspect.
One that if you look back at Dark BASIC Professional was one of it's biggest strengths against it's competition at the time (Blender, Unity, Blitz, etc.)
How this has been approached with AppGameKit however., it seems (to me at least) that this isn't something that either TGC doesn't understand, or isn't interested in pursuing.
There is a bit of a schism between what the Community itself wants and what TGC seems to want to focus on.
With the irony being that the Community essentially want TGC to focus on what they're actually good at producing., while TGC want to focus on what the Community is good at producing.
AGK as a result is stuck in this weird middle-ground between the two., not what either really wants.
It a shame as it's a lot of wasted talent, effort and potential.
Heck AppGameKit Studio is a perfect example., as it took what 2-3 years to produce; essentially exactly what we already had with little more than a meaningless bullet point.
What's the point in switching to Vulkan, if the language and functionality isn't also enhanced to take advantage of what it offers?
Why spend years updating Graphics, when things like the Audio Interface is beyond basic?
I know there was an actual thread (which keeps being locked and unlocked) about this all., but all of it just has me scratching my head over what TGC are hoping to achieve; and basic concepts (such-as your query) where your led to believe something is a bug with the IDE when it's an oversight with the Core Language (Scripter).
Well, it just kind of highlights this.