DBPro is what, 6 or 7 years old, and it's been dying since then according to some of you. Don't be ridiculous here, if you can't see a project through in DBPro then your not gonna see it through anywhere, not in C, PureGDK, DarkGDK, the only place the game will exist is in your head.
These are feature requests that we all seem to agree would benefit the language, the language is not dying without them, people aren't giving up on project due to the lack of them. If you think they are, then you are a fool - people give up on projects because they can't finish them within their time frame or skill set. It's easy to lay the blame at time frame, and quite easy to lay the blame at your skill set, because it conveniently links to time frame.
Low skills = Learn more skills = Time
Low time = Slow progress = Abandonment
Realistic goals + Time + Skills = Success
So that is probably quite tricky to argue with, I mean the simple premise that with enough time to learn the skills needed plus finish the game you will be successful.
Now where does the lack of a non-vital feature come into blame when a project fails? - Time?, Skills?, or Procrastination?
I'm going for the last one myself.
Maybe all these people who move on, don't really move on, maybe the just stop. There's a couple of DBPro users who have moved onto better things, but where are the rest of them, where are all these peoples games that they had to migrate platforms for?
I say again because I say it all the time in these threads. If you cannot complete a game project in DBPro, then there is absolutely no point in moving to another platform. Take PureGDK - that's for people who want more control, PureBasic is a much deeper language so people who are pushing DBPro's envelope but would rather stay with BASIC can migrate to that. People who use PureBasic and are rightfully sick of the 3D non-features can get PureGDK and have a massive and proven engine at their disposal. But if someone can't success in DBPro, even with a small project, then anything else they spend their money on will be a waste.
I have bought all the major plug ins and you know I've never used any of them in a finished game, not even Sparky's collision DLL, and I'm polishing off game number 10, that's 10 games released, probably 3 or 4 older projects quite close to completion. So I get vocal in threads like this because I want to know why people say you have to pay for this that and the other, or that DBPro can't complete a project, or any of that stuff because every single time it's an excuse, an excuse for either lack of ability or lack of interest. People need to stop blaming their tools and start a project that they can actually see all the way through.
DBPro is as direct as a game programming language can get - PureBasic is a lot more complex, fact. There are some incredible PB coders out there, if some of them got hold of PureGDK, then I'm sure they'd blow our minds. Have you considered giving away a couple of free copies to those PB guru's Mistrel, with a couple of them on board things could really take off. But this is not due to a lot of lacking in DBPro, it's due to a distinct lack of a good 3D engine for PB, there's no reason why PureGDK shouldn't be that comprehensive 3D engine that people want.
Right now, there's probably not many PGDK users yet, and it'll be mostly converted demos, demos that have been in place since DBPro was released. Know what I mean? - people need to see a PB project and go 'wow!, what engine is that your using?'. Without that big project or two, there is nothing substantial to back up PGDK's potential.
I believe that the spread of products here covers any base. Absolute beginners who want something to learn on and make simpler games can get DBClassic, then there's DBPro for those with experience, then if they outgrow that they can move onto C++ or PureBasic with GDK.