Quick answer: Move and resolve one axis at a time, stepping by whole pixels until a solid is found, so flush tile seams no longer present a phantom vertical wall.
Tile-based platformers snag on the joints between identical solid tiles when both axes resolve together. Split the axes. Here is how.
How to fix it
1. Resolve axes separately
Handle horizontal movement and collision first, then vertical, in two passes. Resolving both at once lets a tiny floor overlap read as a side wall at a tile seam.
2. Step by pixels to the contact
Move toward the target one pixel at a time (or use place_meeting checks) until just before a solid, then stop. This lands the player flush against real walls without catching on coplanar seams.
3. Align tile collision masks
Ensure tile collision objects share exact pixel boundaries and origins so adjacent tiles form a continuous surface with no overlapping or gapped edges to catch on.
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.