Quick answer: Check the Android SDK, NDK, and JDK setup in preferences, capture the crash with the device log, and audit extensions and file access that behave differently on Android.

A GameMaker game that runs on Windows but crashes on Android is hitting a platform difference or a build-tool misconfiguration. The device log tells you which. Here is how to find it.

How to fix it

1. Verify the Android build tools

Confirm the SDK, NDK, and JDK versions in Preferences match what GameMaker expects. A mismatch causes build or runtime failures that never appear on the desktop target.

2. Capture the device log

Connect the device and read logcat (or use the GameMaker device output) to get the actual crash. Android surfaces a specific error that points at the cause rather than a generic failure.

3. Audit extensions and platform behaviour

Extensions, file paths, and surface or memory use can differ on Android. Disable third-party extensions to isolate, and use working_directory-relative paths so file access behaves the same on device.

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.