Those are trivial tools to create trivial games. Casual and simple to say the least. For any professional-quality game, or even anything that doesn't fit the pre-stamped mold these tools force you into, the tool we use around here is the Java programming language
(and some libraries like Slick2D, LibGDX, LWJGL, JOGL, etc)
start by writing libraries. You need to gain experience writing a game or two or ten or twenty before you even think of writing a library, because at that point you'll know what you want to break out into reusable code.
Even then, take advantage of the work of others freely offered to you; reinventing the wheel isn't necessarily always a bad thing, but your new wheel design should at least offer something advantageously different than all the others out there.