Quick answer: Open the browser console and read the first error, serve the export over HTTP(S) with correct MIME types, and remove or shim desktop-only functions and extensions for the HTML5 target.

The black screen is the HTML5 runner having crashed before first render — and the browser console almost always says why. Here is the console-first workflow.

How to fix it

1. Read the console, not the canvas

F12 > Console on the black page: the first red error names the failing function or file — everything else is guesswork by comparison.

2. Never test from file://

Browsers block local-file asset loads; use the IDE's built-in server or any static server. On real hosting, missing files (case-sensitive paths!) and wrong MIME types are the top causes.

3. Audit platform-specific code

Desktop-only functions and native extensions have no HTML5 implementation — guard with os_browser != browser_not_a_browser checks or provide JS extension shims.

4. Capture browser errors from players

Hook window.onerror (or use error tracking with an HTML5 SDK) so a player's black screen sends you the same console line you would have read locally.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.