Quick answer: Test YYC regularly (not just at release), fix the strictness findings (initialization, types), and isolate genuine compiler differences into minimal reproductions for support.
The VM forgives; YYC does not. Shipping YYC after months of VM-only testing surfaces everything at once. Here is how to converge the two.
How to fix it
1. Build YYC on a cadence
A weekly YYC build (and playthrough of your test route) keeps the delta small — YYC-only bugs found in isolation are easy; found all at once at release they are a crisis.
2. Fix what strictness reveals
Uninitialized locals, string/real mixing, and comparisons against undefined behave worse natively — the crashes point at real latent bugs worth fixing for both targets.
3. Bisect true divergence
When identical GML genuinely differs between VM and YYC, reduce to a minimal project — that is a compiler bug report, and the reduction usually reveals a workaround.
4. Keep toolchains current
YYC depends on the platform toolchain (VS components on Windows) — mismatched or outdated toolchains cause YYC-only build failures unrelated to your code.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every GameMaker error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.