Quick answer: Disable Interpolate colours in Game Options (or gpu_set_tex_filter), scale the application surface by an integer factor, and keep object positions snapped to whole pixels.

Your pixel art looks fuzzy on screen even though the source sprites are crisp. Linear filtering plus fractional scaling is smearing the pixels.

How to fix it

1. Disable colour interpolation

Uncheck Interpolate colours between pixels in Game Options (or call gpu_set_tex_filter(false)) so sprites are drawn with nearest-neighbor sampling.

2. Scale by integer factors

Size the application surface and window so the upscale factor is a whole number (2x, 3x); fractional scaling blurs even with filtering off.

3. Snap positions to whole pixels

Round drawn positions with floor(x) so sprites do not land on sub-pixel coordinates that force soft edges during scaling.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.