Quick answer: Serve assets from the same origin or add Access-Control-Allow-Origin headers, and avoid file:// hosting which blocks fetches entirely.

Your GameMaker HTML5 game runs from the IDE preview but fails to load assets when hosted because cross-origin requests are blocked. Fixing the CORS setup or co-hosting the files fixes it.

How to fix it

1. Serve assets same-origin

Host the game's data files on the same domain as the page when possible, since same-origin requests are not subject to CORS and load without extra headers.

2. Add CORS headers for cross-origin

If assets live on a CDN, configure it to send Access-Control-Allow-Origin for the game's origin so the browser permits the cross-origin fetch.

3. Do not run from file://

Open the exported game through an HTTP server, not by double-clicking index.html; browsers block fetch from the file:// scheme, which looks like an asset load failure.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.