Bueno,
el problema es cuando y como en mi caso se hace uso de objetos aleatorios y luego el juego lo quieres exportar a HTML5; resulta que en mi jueguecillo hago "desordeno" de forma aleatorio las fichas y en windows funciona perfecto pero en HTML5 no.
La posible solución ya que al parecer es un bug de GM, la he encontrado en este
link, en el cual un compañero explica lo siguiente:
I've had many of the same issues with randomize not working in HTML5. If you call it from multiple objects, they all seem to get the same non-random results. e.g. randomly placed objects all end up in the exact same location on top of each other(same location every time). If you call it only once per game, the objects no longer stack, but they are not random and show up in the same locations every time the game starts. It's as if randomize was never called.
I finally did find one work around, and I'm not 100% certain why this works: you call randomize once, at the very beginning of the game, but then wait until the next step until you do anything.
In my test game, I created an object and put it in the room, added a Game Start event and called randomize();
In my other objects, I waited until the second step of the game to do anything. It's a bit hackish, and prevents you from making use of your create events(since you need to wait). You can do something like set an alarm in your create code, and then put your creation code in the alarm. This is FAR from ideal, but it works. For wahatever reason, when this is converted to JavaScript, it seems to need that extra step to take effect.
So far I've only tested this in a mostly empty, test project. I'm going to go back into one of my existing projects and see if I can duplicate the results.
Según comenta le ha funcionado...
Lo dejo apuntado para probar...