Sounds like your making good progress. Do you mean the boss would be something like, the sequence it shows you, is the way you should move to dodge the blades?
I didnt' realize how vague that part was...
The lights will flash, and then (depending on how many lights are already out) the blades will chase you for a time. Then there will be about 10-20 seconds of respite, in which time you are supposed to hit the lights (with a weapon) in the sequence they previously flashed. Then a light will 'splode. It will still be functional for the next sequence, it will just be relatively dismembered and destroyed.
Can't work on it right now, because I am at sk00l, but I have made some more progress. Now I have speed slowing enemies, and am starting on the random room script. The random rooms are proving a large challenge, so much so that I may abandon the concept.
The way I am doing it is:
I am going to design a whole lot of rooms, each being different. They will be stored in a script, that when run, will add tiles to the current room. After adding the tiles, it will then go on and place solids where they belong. Then, if it is supposed to link to another room, it will find an empty path to do so and create it.
Unfortunately it is very time consuming to code the creation of an entire 160x144 room. That is 240 tiles, each being one line of code, not to mention the solids and other objects in a room. It would be much easier and faster just to design a set dungeon for the player to traverse.
Also, any ideas on how to find a path, based on a 16x16 grid? Plus, should I even have the path? Or should the rooms just be automatically connected? I/E, they touch completly, unlike the way nethack handles rooms, where there is a small corridor spanning the empty space between rooms.
Also, if I WERE to create the dungeons in the way I am planning, I would also not want a player to be able to see past the current room's walls. The only way to solve this quickly that I see is to create a black box the size of the room (surrounded by a transparent white), and when the player collides with it to set it's blend mode to subtract. Otherwise it would be normal, but when the player collides with it, it would blacken the area around the room, stopping the player from seeing past the confines of it.
Your thoughts?