Try this:
rem Initial settings
sync on
sync rate 12
hide mouse
autocam off : ` <----- HERE
position camera 0,0,-100
point camera 0,0,0
sync : ` <----- HERE
sync : ` <----- HERE
rem title screen
set cursor 0,0
print "SECRET AGENT GUY VERSION 0.01. PRESS A KEY TO PLAY"
load image "resources/Copy of 13h61m.bmp",100
sprite 1,0,0,100
sync : ` <----- HERE
wait key
rem load objects
load image "resources/level.bmp",100
load image "resources/line.bmp",201
load image "resources/standing.bmp",301
make object cube 1,5
rem setup objects
position object 1,0,0,0
sprite 1,0,0,100
sync : ` <----- HERE
wait 1000
sprite 2,0,0,201
sync : ` <----- HERE
wait 2000
sprite 3,0,0,301
sync : ` <----- HERE
wait key : ` <----- HERE
AUTOCAM OFF - by default DBPro will reposition the camera when you load or create and object, to give a good view of the object. This disables it.
SYNC - When you use the SYNC ON command, you are telling DBPro that you will tell it when to update the display. The SYNC command does this.
You need two SYNC's initially (in your code) to get to the point where you can see somethnig. This is due to the double-buffering system that DirectX uses.
I've added another WAIT KEY at the end to stop the program immediately terminating. This gives you the change to see that last sprite image.