Yes. But without knowing anything else or seeing any of your other code it is hard to say much more. However, here are two examples
Example one:
Code:
///some create event
elapsed_game_time = 0;
spawn_time_interval = room_speed * 10;
spawn_time_interval_decrease = room_speed;
next_spawn_time = spawn_time_interval;
///some step event
elapsed_game_time += 1;
if (elapsed_game_time > next_spawn_time) {
//spawn something
spawn_time_interval -= spawn_time_interval_decrease;
next_spawn_time += spawn_time_interval;
}
Note that in this example the spawn_time_interval decreases linearly. Also note that there is no protection for 'long' games. Eventually spawn_time_interval will be less than or equal to zero and the spawning will happen every frame.
Example two:
Code:
///some create event
spawn_delay_decrease = room_speed;
spawn_delay = room_speed * 10;
alarm[0] = spawn_delay;
///alarm[0]
//spawn something
spawn_delay -= spawn_delay_decrease
alarm[0] = spawn_delay;
Note, also a linear decrease here. No protection for 'long' games here either although with an alarm once the value becomes negative, the alarm won't run. You could also do this with custom alarms.
Neither of these use random intervals, but you can easily add that in by adding a random amount to the base calculation.