At first, thank to all community for AGS ports (Android, Linux, iOS, ...) and new Windows editor 3.3. version - now it supports storing project files in separate files (for GIT/SVN purposes COOOL !!!)
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My first question:How to resolve in game source code, what platform i am running?
I thing, is there some function for example.
if (Envorement.GetPlatform() == Platform.Handheld) {
// mobile devices, no keyboard, mouse etc..
} else {
// desktop devices
}
or better: Enviroment.GetPlatformId()
// returns: Android, Windows, Linux, iOS, PSP, other...
For example: in my game i want to server different controls for mobile devices than on desktop etc..
I FOUND only one workaround:
create TXT file: platform.txt and store information about platform in it...

Next soulution is ASK user in first game start what type of device he is holding (and store it in global game variable..)
Any other ideas?
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Second question:Will be next release of Android engine? Now IF I compile game in lates AGS 3.3.0.xxxx i see Error message on Android (game is in newer version of AGS) but after confirming it, game loads well.
Thank you for good job!
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Third: BUG reportsometimes, when editing a room script there is no inteli-sense on named objects. For example. object
- .Visible... jes intellisense is correct, but when i set NAME of object (in object properites on the right-bottom of editor) to for examle: MyObject, sometimes i write MyObject.Vis.. but NO intellisense. But sometimes works well...

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Thank you!