I have used GLB for almost 2 years. It's pretty good and took me away from DBP to be honest (and I've been here since 2000). It reminded me of DBP loads and there was nothing else like it that I found at the time for mobile devices.
I've made a couple of games now on a couple of devices. And yeah it's a good language. But there are a couple of problems. One is you are very much are chucked in the deep end. Want to handle any screen resolution? Do it yourself then. Pixel perfect collision on rotated and zoomed sprites? Again work it out yourself. Physics? Look up on the forum for Box2D integration.
It's nothing I haven't seen in DBP in the past, and loved, but AppGameKit is coming together more and more. Once it has 3D (also do we have types and FOREACH type commands yet?) then I'm probably going to jump ship to AppGameKit Tier 1 BASIC. Saying that I obviously already bought it a little while back I'm just waiting for it to mature a little.
So positives of GLB:-
1. Powerful well structured language
2. iOS/WebOS/Android/Mac etc support
3. Forum is ok for samples and help
4. The IDE isn't bad for this sort of thing
5. The creator and a couple of other guys update fairly often
6. Plugins. Anyone can splice in C code to add functionality like in-app purchases
Negatives:-
1. A lot of platform specific stuff you have to rely on other people doing plugins or working it out yourself. Very rarely does the language get platform specific stuff within the core of the language
2. There is only one programmer for everything and a couple of totally independant people making plugins in their own time. That's about it. He recently had a HD meltdown and lost months of work for example, plus the main plugin guy disappeared for weeks and there's nothing to do but wait then
3. The forum isn't this forum. Nowhere near. And this forum isn't even as good as it used to be (and probably will be again once AppGameKit gets rolling more). Help and examples exist but it's pretty small potatoes
4. I had a few issues with 3D and lighting for iOS (2.5D game). It worked on WebOS and the PC but not on iOS properly. Nothing really got fixed from my bug report and I ended up programming around it
So to sum up I am using GLB for my current couple of projects (mainly because I was half way through one when AppGameKit got to level it perked my interest) but I will almost definitely move over to AppGameKit when 3D comes in. GLB is good enough but AppGameKit looks to make things a whole lot simpler and has the history to pull things off even though at the minute it seems a little rough around the edges really.
What would really cheer me up after 3D is if AppGameKit could incorporate plugins into Tier 1 as easily as GLB can. Then, similar to DBP, there could be a load of cool stuff coming our way. In-app purchasing, for example, even just in iOS I would pay good money for (plugin created by the community exists for GLB BTW).
If you don't own either though then it might be worth waiting until 3D arrives in AGK. GLB 11 is also due out soon which promises an editable GUI and I believe direct compilation onto iOS from a PC (ie. Mac not needed at least not for testing) amongst other things. At least that was what he was talking about before the HD crash.
Cheers
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