Probably you want to use create object command rather than using spawn command which is more flexible.
Check the condition whether it trigger correctly. Try tracking objects in debugger to make sure their existence.
Is it drag & drop game or involving something moving?
See if this one close to what you want:
dropbox.com/scl/fi/6fty8w44q67eoq7ly6ad5/tap_menu_order.capx
Separate them into different animation names or frames within an object should do fine.
Create a 'Family' then add those objects into family so the event script only need to overlap test with just 'Family' object.
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Play with random suggested by ROjO: dropbox.com/scl/fi/virbiaz4gnsw14v60oufy/loop_random_slider.capx
[Warning ~ it will hipnotize your eyes]
It just aesthetic judgement whether extra information won't clutter entire game look.
Actually I had basic prototype that similar to what you want to achieve, but the player dash upward by repulsion againts falling beams and it is 2 virtual button mash:
dropbox.com/scl/fi/r5z62pn7wf1527r3glny1/fall_Run.capx
Does lagged.com account different from lagged.app?
Build understanding of what you already have and compare it with another approach or alternatives. That way will open more possibilities towards the goal.
Have you incorporated 'for each'? Just to make sure the condition applied for every instance.
Yes you may ended up creating train instead of snake.
If 2 players means 2 instances same object, You can create instance variable and add text as container to store and display coin counts.
Glad if grouping instances by tagging them gave an ease for something to work with.