I know you are looking for away to do this in DGK, this one way of doing it in darkbasic.
I am sure once you have looked at it you will be able to make something like it in DGK.
sync on : sync rate 0 :
backdrop on
color backdrop rgb(0,0,0)
hide mouse
set text font "arial"
set text size 20
set text transparent
set image colorkey 0,0,0
autocam off
rem make a set of loading bars
for j=0 to 14
cls
rem black box
box 0,0,250,32,RGB(0,0,0),RGB(0,0,0),RGB(0,0,0),RGB(0,0,0)
rem yellow box
box 2,2,248,30,RGB(255,255,0),RGB(255,255,0),RGB(255,255,0),RGB(255,255,0)
rem black box
box 4,4,246,28,RGB(0,0,0),RGB(0,0,0),RGB(0,0,0),RGB(0,0,0)
rem makes a green block if i and j are the same number
for i=0 to 14
if i=j then ink rgb(0,255,0),0 else ink RGB(0,0,0),0
box 6+(i*14)+(i*2),6,20+(i*16),26
next i
rem get each image
get image j+1,2,2,250,30
ink rgb(255,255,255),0
center text screen width()/2,300," Grab image "+str$(j)
center text screen width()/2,320,"get image "+str$(j)+",2,2,250,30"
sync
wait 1000
lx=247
k=0
b=29
next j
sync
rem paste each one to screen to make one big image to auto garb later
rem 1
paste image 1,0,k:paste image 2,lx,k
inc k,b
rem 2
paste image 3,0,k:paste image 4,lx,k
inc k,b
rem 3
paste image 5,0,k:paste image 6,lx,k
inc k,b
rem 4
paste image 7,0,k:paste image 8,lx,k
inc k,b
rem 5
paste image 9,0,k:paste image 10,lx,k
inc k,b
rem 6
paste image 11,0,k:paste image 12,lx,k
inc k,b
rem 7
paste image 13,0,k:paste image 14,lx,k
inc k,b
rem 8
paste image 15,0,k:paste image 14,lx,k
inc k,b
rem 9
paste image 13,0,k:paste image 12,lx,k
inc k,b
rem 10
paste image 11,0,k:paste image 10,lx,k
inc k,b
rem 11
paste image 9,0,k:paste image 8,lx,k
inc k,b
rem 12
paste image 7,0,k:paste image 6,lx,k
inc k,b
rem 13
paste image 5,0,k:paste image 4,lx,k
inc k,b
rem 14
paste image 3,0,k:paste image 2,lx,k
inc k,b
center text screen width()/2,410,"Grab all above and put it into image 1. and then save it"
get image 16,0,0,493,k
sync
wait 2000
DELETE file "loadingbar.bmp"
rem save above image with same name
save image "loadingbar.bmp",16
cls
wait 100
rem make the animated sprite
CREATE ANIMATED SPRITE 1,"loadingbar.bmp", 2,14,28
tl=text width("Loading...")/2
rem load sprite wirh image at the start
sprite 1,200,240,2
rem make a cube with image on
make object cube 1,100
position camera 0,0,0,-200
texture object 1,1
autocam off
do
center text screen width()/2,0,"Use arrow keys to move around"
position object 1,0,0,0
rem un-rem this one and see what happens
rem turn object left 1,45
ink rgb(255,255,255),0
rem time counter
if val(mid$(str$(timer()),5))>0 then text screen width()/2-tl,200,"S":
if val(mid$(str$(timer()),5))>1 then text screen width()/2-tl,200,"Sc":
if val(mid$(str$(timer()),5))>2 then text screen width()/2-tl,200,"Sca":
if val(mid$(str$(timer()),5))>3 then text screen width()/2-tl,200,"Scan":
if val(mid$(str$(timer()),5))>4 then text screen width()/2-tl,200,"Scani":
if val(mid$(str$(timer()),5))>5 then text screen width()/2-tl,200,"Scanin":
if val(mid$(str$(timer()),5))>6 then text screen width()/2-tl,200,"Scaning":
if val(mid$(str$(timer()),5))>7 then text screen width()/2-tl,200,"Scaning>":
if val(mid$(str$(timer()),5))>8 then text screen width()/2-tl,200,"Scaning>>"
rem reload timer
if timer()>oldtime
if mi<15
mi=mi+1
oldtime=timer()+150
else
mi=0
endif
endif
rem play images
play sprite 1,1,28,150
rem change image on object
texture object 1,mi
rem move camera
control camera using arrowkeys 0,1,1
sync
loop
rem gosub to count.
count:
if mi<>14 and done=0
done=1
inc mi,1
endif
if mi=14 then mi=1
return
If this was not what you wanted, then say so, I sure some else has another way of doing this and in DGK, or will be able to convert the above.
edit
runable demo to down load and look at.
Dark Physics makes any hot drink go cold.