I would avoid using comma declarations as it isn't well implemented in AGK.
It was considerably better implemented in DBP...
For example:
Type Vector
X, Y, Z As Float
EndType
Would work in DBP., where-as this will ONLY declare the first Variable in AGK
If you want to do the same in AppGameKit you have to do
Type Vector
X As Float, Y As Float, Z As Float
EndType
Which is pointless as you can just as easily use : (new instruction line) or just write on a new line
The entire point in , (instance previous instruction) is to reduce writing the same text over and over again for larger numbers of variables or instructions for Macro Functions (but then AppGameKit doesn't support that either)
Now what would be MUCH more useful but again while is supported in DBP but not AppGameKit is _ (Continue Line) ... which allows you to continue an Instruction Line over Multiple Lines, where the Compiler / Runtime would see it all as a single instruction line.
Given that AppGameKit is MUCH more verbose than DBP., this would be exceptionally more useful.
Not just in terms of not having Lines that can be Hundreds of Characters long (meaning you MUST side scroll to see the whole line) but also makes said lines considerably less readable.
It's a common practise in C-Languages but also DBP, to make heavy usage of the '_' symbol to break up an instruction line; so say a Function that inputs Position, Colours, etc. in a single command can place these on their own line to become more readable; so even without comments you can still understand what's going on, but more to the point is Mid-Line Comments.
Again, while DBP handled these fine (as Comments are simply stripped from Code in pre-processing before Compilation) these are handled as "Instructions" in AGK
This means having commands after #Constant (for example) means it copies the comment with the Constant (as this is a simplified Static Pattern Replace) but also if you have it say inline with /* your comment */; well this _can_ potentially break the command; and I've not even found consistent behaviour for this, so I have to consciously remember to write comment notes as a description block or above whatever I want to command... which is counterintuitive to how I typically program in C++, as when I have a comment for that I just place down a block as and where it is needed; usually in conjunction with the '_' concate symbol.
As a result of all the 'odd' behaviour along with how much AppGameKit just doesn't support., it tends to mean I write more verbose code in AppGameKit simply to ensure it behaves properly.