scr_depth(); var _collider = instance_create(x + 10, y + 120, obj_solidblocksized); with (_collider) { image_xscale = 1.5; image_yscale = 0.75; } if (image_xscale < 0) _collider.x -= 80; if (room == room_dw_b3bs_interstitial) depth = 900000;