Quick answer: Detect sustained contact or a press against the fake wall, then fade its alpha and disable its collision so the player passes through into the secret room.

Hidden walls are a metroidvania staple, but they only work if pushing into them triggers a reveal. The fix is to detect the press, fade the wall, and turn off its solidity.

How to fix it

1. Detect a press into the wall

Use a collision or proximity check between the player and the secret-wall object while the player holds movement toward it. A brief touch should not reveal it; require intent.

2. Fade alpha and play a cue

On reveal, tween image_alpha to 0 over a short time and play a discovery sound or particle so the player notices the secret opening up.

3. Disable collision after reveal

Set the wall's mask to non-solid (or destroy it) once revealed and store its revealed state per-room so it stays open when the player backtracks instead of re-sealing.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.