Hey!
Thanks for the bug report. I've been hunting the bug down and the origin for this problem was that the engine messed around if two fonts were loaded (smalfont.png is always implicitly loaded) - causing the second one not being displayed. Then there was also an issue with the character height of the fonts). This is now fixed.
Your issue with loading gbap files is weird though, I do not encounter any of these problems. Would it be possible if you would send me an example.
Here is the changelog since last changelog:
Changed: All "GLBasicScript" / "GLBScript" / "GLB" renamed to 123basic/OTT
Changed: Tested all samples in Firefox/Chrome/Opera/Safari (latest versions) and created issues for stuff that didnt work
Fixed: Touch on mobile browsers working again
Fixed: Font rendering on mobile platforms
Fixed: Firefox supports PLAYMUSIC
Fixed: SETSCREEN works again
Fixed: LOCAL sx, sy; GETDESKTOPSIZE sx, sy; SETSCREEN sx, sy, FALSE // no ugly scroll bar is visible
Fixed: ALPHABLEND 0 really resets alphablending
Changed: Made some tests ready for mobile (resolution is set according to DESKTOPSIZE): JumpIt, IsometricDemo (still very slow), JumpFrog, ...
Fixed: PRINT ignores unknown characters (0-26 charcode)
Fixed: SPRITE2MEM had wrong color format (ARGB instead of ABGR)
Fixed: CALLBYNAME rewritten and returns correct return value
Changed: Optimized Shadow Stack implementation in Debugging mode - should run now much faster
Fixed: SETSCREEN Fullscreen parameter functions now (does not use the HTML5 fullscreen API anymore, because it requires to be callen in a click/key event, which SETSCREEN is usually not -> sets the canvas size to innerWidth/innerHeight instead)
Added: IE 11 support
Added: Automatic test compilation and upload
Added: Audio system rewrite, uses now additionally Web Audio as playing Backend
Added: New demo (ParticleSystem)
Fixed: Multiple LOADFONT did not work
Fixed: Character height of some fonts was not set properly
Fixed: MUSICVOLUME works with new sound system