Here, have some progress.
That's the new first boss (Snowman was way too boring).

What is it? A hyper-active ninja bunny that spins around at the speed of sound and hurls yellow snowballs at you.
Here's something horrible:

This was my absolute first game I made in GM. Fear it's terribleness.
Of course, this wasn't really my
first game. That was a DOS breakout game I made in Turbo Pascal, which was fortunately lost to the Byte-stealer.
Oh, and then there were the Game Editor games. Horrible. Just plain horrible.
A word about designing Boss AIWell, I coded the boss battle in it's entirety in about 10 minutes. No, it's not very intelligent, but it still counts as LINEAR AI, which is basically a scripted battle.
How did I do it? Using states. I have a variable I use called phase, and another called timer. Phase 0 is usually the setup, and it sets phase to 1. Phase 1 counts down timer and performs the next action when timer is 0 etc etc.
I'm thinking about writing a short document about this sort of AI system, but CBA to do it unless somebody asks nicely.
So with that, have some
pie.Now back to work before my sanity returns.