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if(room == rm_play) {
    if !alarm[0] {
        alarm[0] = 4 * room_speed;

        repeat(6) {
            var xx = choose(irandom_range(0,room_width*0.3), irandom_range(room_width*0.7, room_width);

            var yy = choose(irandom_range(0,room_height\*0.3), irandom_range(room_height*0.7, room_height);
            instance_create_layer(xx, yy, "Instances", o_EnemyBoi);
        };
    };
};