Quick answer: Trigger the low-ammo warning on the total remaining ammo (magazine plus reserve) or only when the reserve cannot cover another full reload.
Players see a low-ammo warning every time a magazine runs down even with hundreds of rounds in reserve, so they learn to ignore it. The check ignores the reserve. Warning on true totals fixes it. Here is how.
How to fix it
1. Warn on total remaining ammo
Compute magazine + reserve and only warn when that total falls below a meaningful threshold, so a near-empty magazine with a full reserve does not raise a false alarm.
2. Add a separate empty-reserve cue
Distinguish 'magazine low, reload now' from 'reserve nearly gone, find ammo'. The first is a routine reload prompt; the second is the urgent warning players should not tune out.
3. Throttle and clear the alert
Show the urgent warning once when crossing the threshold and clear it on ammo pickup, rather than flashing every frame, so it stays informative instead of becoming background noise.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.