You need to use the starting file. You should be able to expand the Objects folder and see these objects ready to go, and the Rooms folder has a room in it.
Open the bat object and add the following action:
Make the bat move a bit left or right of where it is by adding Keyboard events for <Left> and <Right>... for each event add the Jump to Position action - setting the X values (Left = "-12", Right = "12"), and checking the relative box.
Open the ball object.
Add the Create event with the Move action (4 corners, speed 8).
Add more events... Collision with all the stones. You can duplicate the Collision with bat event for all the stones - they're all bouncing precisely with all objects...
When you've duplicated that event for all the stones, your ball object should look like this...
Add another event: Collision with die
Open the room already started.
Open the room already started. For now keep the grid at 16x16
Change the grid to 32x32. Then add stones near the top, spaced out like this...
Test it out - make sure the bat is moving properly to edges of the room; the ball should bounce off the stones and walls, if the bottom, then it starts in the middle starting position again.
In the ball object, we need to add some an action to the Collision events (with the stones).
The last one, we again change it into the last damaged stone, but this time say "yes" to perform so it performs the event under the "damaged3" object.
So when the last stage of stone appears, we want it to totally disappear. We also want to give the player points every time we destroy a stone. This must be before it's destroyed or it won't happen!
Go into the damaged3 object. Add a Create event with a Destroy Instance action (default/self).
TEST YOUR ROOM: You should test out your room - do the stones get destroyed gradually? If you see it work for a couple stones, you can keep going.
Create a new controller object, with no sprite.
Make sure the grid size is still 32x32 and place 12 stones like this. Place the controller object in the room and test it out:
When you're playing you must see the score and lives at the top with spacing before the stones start. When you start your game it should look like this...
After playing a bit, you should see the score and lives amounts change...
Now we need to set things up for what happens when all the stones are destroyed.
Go into your controller's Create event and add Set Variable - give it a name MyStones and type in instance_number(stone). Make sure you use round brackets, and that your "stone" object name matches.
Then add a Step event with the following actions:
Now when you play your game