My game currently has application_surface_draw_enable set to false and I'm manually drawing the surface onto the screen. This works perfectly fine, however seems to clash with alphablending. Code below is supposed to draw a red circle with the 0 alpha circle on top of it. Instead, a sort of a vacuum bubble is drawn, seemingly ignoring any draw code before it, but also not cleaning the values of any draw code after it - the jumble in the picture is the result of the player character moving around in that bubble. It draws fine when application_surface_draw_enable draws by default - exception being that sprite_create_from_surface also fails to account for alpha blend(though that might be unrelated). Code: draw_circle_color(x,y,80,c_red,c_red,false); gpu_set_blendenable(false); gpu_set_colorwriteenable(false, false, false, true); draw_set_alpha(0); draw_circle(x,y,80,false); draw_set_alpha(1); gpu_set_colorwriteenable(true, true, true, true); gpu_set_blendenable(true); Anyone know what the problem might be? Edit: I have managed to seemingly fix it by prefacing all the surface drawing with Code: gpu_set_blendmode_ext(bm_one, bm_inv_src_alpha); gpu_set_blendenable(false); It's not ideal but gets the job done. Im not sure if the topic needs to stay up, but I hope it helps anyone with the same problem.