Hi Diana,
I am not too sure whether my attempt at help will actually confuse you all the more, but I will give it a shot.
I wonder, could you move your gameover/intro code into your 'score' actor -->drawActor-->script editor? That is, get the code outside of the 'timer' or 'rider' actor (if that is where you now have it). Then use your timer or a variable, say, 'scoreNum' to track the score within the score actor. Something like:
if (score>=130){
DestroyActor("rider");
CreateActor("swampintro", "introswampy", "no parent", "no path", 0, 14, false);
{
else if (score<130){
DestroyActor("swampintro");
CreateActor("gameover", "icon", "gameover", "no path", -28, -22, false)
}
What I am trying to get at here is destroying the actor that you think is causing the problems prior to creating your 'gameover'. That way, maybe you will eliminate the conflicting coordinates code.
Personally, I prefer using GE's Activation Areas for this kind of thing because all I have to do is create my splash screen and then move the view to it. When you move to an Activation Area, the previous area is automatically destroyed until you move back to it. You can also do this when moving to different levels in a game, but then, I don't like text coding much anyway and Activation Areas keep me free of chasing anymore coding errors than I already have to chase!
HTHs