Gdevelop expects an object for the spawner. When you provide it with a group, it’ll take the first object it finds in that group.
I’m not sure how you can get it to randomise the object from a group using the periodic spawn action.
Instead of the periodic spawner action, you could create your own set of events to determine randomly which object to create. It’d involve a scene timer and a random number, and you could make use of the new ELSE event. This wouldn’t be onerous, and reasonably straight forward to do.
I tried replacing the periodic spawner with a scene timer and a random number, then spawning each enemy based on the result — and it works perfectly now.
Can you post a screenshot of your events to help others?
As mentioned, you can use create objects by name using a group. Name the objects something like enemy0 and enemy1. Then use create object by name using “enemy” + ToString(Random(1))
That extension had serious otherworldly consequences! There’s now a 25 percent chance of an alternative version of yourself being chased down the street by a ‘wolf’ or ‘whatever’
whatever = Balrog of Khazad‑Dûm…you really don’t want to type that in.
By the way, mine was a joke about the fact that, for some reason, they removed one of the most useful extensions from the engine… even though it was literally two lines of JavaScript.