Three questions before we begin:
First, are you having multiple pink squares running around with many groups of orange boxes attached to them? Or do you just have one pink square with one group of orange boxes attached? (If you have just one pink square and one group of orange boxes then you don't need Containers.)
Second, do all of the little boxes perform the same function, or is there some special reason why you need to have each box be a separate object? (You may be able to make this grid out of many copies of one orange box... but then Containers wouldn't work that way.)
Third, do all of your orange boxes exist all the time, or will some be destroyed and/or created as the game progresses? (If you need to destroy some of them, then again Containers won't work. All objects in the Container must exist, or none must exist. There is no middle ground.)
The answers to all of these questions is important, as depending on what they are you may or may not need to use containers in the first place. Please be as detailed about what you intend to do in order to get the best help possible. We can find you an alternate method if need be.
Now then. I've gone ahead and shown a method here anyway that will allow your contained sprites to work as intended. But like I said, answer those questions just to be safe, you could be saving yourself some trouble:
http://dl.dropbox.com/u/529356/containers.cap
What I added:
1. Image points to your pink sprite. It would need 25 in total, one for each of your orange boxes. I got as far as 2C because I was lazy. Also, I just slapped them on there and didn't bother trying to line them up properly, so that's why they're crooked. Open the pink sprite in the image editor and select the image point tool to see where the image points are located. You will have to add the rest and line them up properly yourself.
2. I put all the orange boxes into a family (the Blue family).
3. I gave the Blue family a variable called 'myPoint' and populated that variable with the image point name that each box should line up with. Up to 2C, that is. The others default to the pink sprite hotspot at the center because they have no image point name to match up to.
Of course all of the orange sprites are contained with each other, and with the pink sprite, but that doesn't mean they will move together. You still have to tell them to set their positions and angles and such. So here's where we do that, and the reason why we've set up all this stuff:
4. I made the following event to set the placement and angle of each contained object...
+ Always
-> Blue: Set position to pink sprite at image point Blue.Value('myPoint')
-> Blue: Set angle to pink sprite angle
[/code:rg7lpncs]
Since all of the orange sprites are in Blue family, you can just perform all of the actions on Blue at once instead of having several actions for each object.
I've tinted the orange boxes for the group on the left with a red color filter so you can see that the container is separating them properly and the matching ones are lining up only with their contained pink sprite.