@Loktofeit he's talking about the Scene editor, which is actually perhaps the biggest advantage over AGK2 aside from the performance boost. Yes it is limited in some ways for sure, however with minimal effort you can set up UIs, menus, credit screens and so on.
With slightly more work you can use .scenes as your game's literal levels. For a 2D game this works basically instantly, especially when you use the 2D physics engine.
For a 3D game you have to translate the info that you put into the 2D scene into 3D levels, however when you don't use this approach you would be writing a level editor for your game in AGK2 anyway. Or worse, manually place your 3D level assets, which you really just shouldn't want to be doing.
With things like snap to grid, resize to grid and such, placing 2D sprites that through your own code will be turned into loading a new level in a specific way becomes child's play. It would allow for pretty easy user created levels too. So in terms of potential, there's plenty to like about AppGameKit Studio.
Things I currently dislike is:
- how refreshing the Media Files doesn't always work, nor updates any images currently active in a .scene that's opened.
- sometimes AppGameKit Studio crashes upon exporting a game project to Android
- some AppGameKit Studio interface icons, like Compile, Run, Broadcast, Debug are just way too tiny and apparently it is possible to miss click above the icon.
- Scroll bars (in coding screens) are often tiny in width, making it hard to just quickly drag them up / down with the mouse. I'm on a very high resolution laptop, so this is often a bit of a pain.
Also;
- missing examples in any of the help
Yeah, and I think I prefer the Help to just open a new internet browser window altogether. It takes up too much space within the same view I'm making my games in, is less versatile in doing searches or browsing too.