Quick answer: Store a stable choice id on each option and resolve the next node from that id, not from the position of the option in the filtered list.

When you hide unavailable dialogue options, the remaining ones shift up, so picking option 2 may fire the branch meant for the original option 3. Route by id, not index. Here is the fix.

How to fix it

1. Give each option a stable id

Attach a unique id or next-node reference directly to each choice object. Build the displayed list from these objects so the choice carries its own destination.

2. Resolve the branch from the selected object

When the player picks an option, read the next-node reference off the selected choice object itself rather than indexing back into a list that may have been filtered.

3. Keep conditions out of the index math

Apply availability conditions when building the display list, but never use the display position to look up logic. The display order and the routing data must be decoupled.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.