No, but Thank You for the link. Probably easier to make 2d games in TGF, but it looks sweet for 3d. I'm gonna have to check it out sometime. The only problem with SDK's and GDK's is that most of them are overly complicated and confusing. I've downloaded and looked at some free ones before, and was completely lost.
Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?
its because its more of the coding end of things. where you actually get into the meat of game design and programming. youre going to need MSVC++ 2008 express as well to use this tool. i used it and its quite impressive. it can load an animated sprite from a single image based on how many frames across and down are to be cut from the image. making character/object sprite sheets very useful. but i think i'll stick to allegro and allegroGL for 2d and 3d games scripting. much more natural librarys to use in a c++ editor.
almost all the function calls in darkGDK are dB_blahblah_blahblahblah_blah();
so long and are damn near impossible to remember. and i havent found some sort of manual for looking things up either. it may be very useful to make some fast 3d games in the future tho.
if you arent versed in scripting then stay with clickteam. otherwise pick up a class on c++ lol.
The original DarkBasic was pretty terrible as far as I remember, so when it came to trying something closer to standard programming, I moved towards the Blitz languages instead. DB lacked some basic constructs present in normal programming and probably wouldn't help if you wanted to continue to professional development. Saying all that though, this is a GDK for C++ so it might fare a lot better.
Then again, you can also get the XNA (C# based though) framework for free and test your games out on an XBox360 as well as PC...