Quick answer: Always check surface_exists before using a surface and recreate it if it is gone, and never assume a surface persists across frames or events.

Surfaces in GameMaker can vanish without warning because they live in volatile GPU memory. The fix is to treat every surface as possibly gone and recreate it on demand. Here is the pattern.

How to fix it

1. Check surface_exists before every use

Before drawing to or from a surface, test surface_exists. If it returns false, the surface was freed and using it crashes. This check is mandatory, not optional.

2. Recreate when missing

If the surface does not exist, create it again with surface_create before use. Wrap creation and drawing so a freed surface is transparently rebuilt that frame.

3. Do not assume persistence

Surfaces can be freed after window resizes, alt-tab, or memory pressure. Never rely on one surviving between frames; store the data you need to redraw it and rebuild as required.

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.