/// Add to stack ds_stack_push(inv, other); // "other" being the other object (the item) involved in the collision other.x=32*ds_stack_size(inv)*32; // X position on screen, not important otherwise other.y=32; // Y position on screen, not important otherwise /// Remove from stack if (!ds_stack_empty(inv)){ n=ds_stack_pop(inv); with (n) instance_destroy(); }