How to optimize and reduce Scratch project file size
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ProjectOptimizer_Sarah
Posted on July 20, 2025 • Advanced
📊 Project hitting the 5MB size limit - need optimization help!
Hi everyone! I’m working on a complex project that’s approaching Scratch’s 5MB file size limit. The project has:
- Extensive use of lists and variables for data management
- Complex game mechanics with lots of code
- Multiple sprites with custom blocks
- Already optimized with cloning and reusable code blocks
I’m wondering if consolidating lists would help (e.g., combining two 20-item lists into one 40-item list), or if there are other techniques to reduce file size without losing functionality. Any optimization experts have suggestions? 🤔
ScratchExpert_Mike
Replied 5 hours later • ⭐ Best Answer
Great question @ProjectOptimizer_Sarah! File size optimization is crucial for large projects. Here’s a comprehensive approach:
📈 Project Size Analysis Flow
Here’s how to systematically reduce your project size:
🔧 Step 1: Identify Size Contributors
First, analyze what’s taking up space in your JSON file:
// Size analysis custom block define analyze project size set [Total Lists v] to [0] set [Total Variables v] to [0] set [Monitor Count v] to [0] set [Code Blocks v] to [0] // Count data structures repeat (length of [All Lists v]) change [Total Lists v] by (length of (item (counter) of [All Lists v])) end // Estimate sizes set [List Size Estimate v] to ((Total Lists) * [50]) // ~50 chars per item set [Monitor Size Estimate v] to ((Monitor Count) * [200]) // ~200 chars per monitor say (join [Lists: ] (join (List Size Estimate) [ bytes])) for [2] seconds say (join [Monitors: ] (join (Monitor Size Estimate) [ bytes])) for [2] seconds
🗂️ Step 2: List Optimization Techniques
Consolidating lists can help, but encoding is more effective:
// Method 1: List Consolidation // Instead of multiple small lists, use one large list with separators define consolidate lists delete all of [Master List v] repeat (length of [List 1 v]) add (item (counter) of [List 1 v]) to [Master List v] end add [---SEPARATOR---] to [Master List v] repeat (length of [List 2 v]) add (item (counter) of [List 2 v]) to [Master List v] end // Method 2: String Encoding (More Efficient) define encode lists to string set [Encoded Data v] to [] repeat (length of [Original List v]) set [Encoded Data v] to (join (Encoded Data) (join (item (counter) of [Original List v]) [|])) end // Now delete the original list to save space delete all of [Original List v]
🖥️ Step 3: Monitor Cleanup
Monitors are a huge space waster - here’s how to clean them:
// Monitor management system when flag clicked // Hide all variable displays to prevent monitor creation hide variable [Score v] hide variable [Lives v] hide variable [Level v] hide list [Inventory v] hide list [High Scores v] // Use custom display instead of built-in monitors define show custom display (variable name) (value) set [Display Text v] to (join (variable name) (join [: ] (value))) go to x: [-200] y: [150] say (Display Text) for [0.1] seconds
🔄 Step 4: Dynamic Data Loading
Load data only when needed:
// Dynamic loading system define load data section (section number) if <(section number) = [1]> then // Decode level 1 data set [Current Level Data v] to [1,2,3,4,5|enemy,coin,platform,door,key] else if <(section number) = [2]> then // Decode level 2 data set [Current Level Data v] to [2,3,4,5,6|boss,treasure,trap,switch,portal] end end // Parse the loaded data define parse current data set [Data Parts v] to (split (Current Level Data) by [|]) set [Numbers v] to (item [1] of [Data Parts v]) set [Objects v] to (item [2] of [Data Parts v]) // Process as needed...
🗜️ Step 5: Advanced Compression Techniques
Use compression algorithms for large datasets:
// Simple run-length encoding define compress data (input string) set [Compressed v] to [] set [Current Char v] to (letter [1] of (input string)) set [Count v] to [1] set [Position v] to [2] repeat ((length of (input string)) - [1]) if <(letter (Position) of (input string)) = (Current Char)> then change [Count v] by [1] else set [Compressed v] to (join (Compressed) (join (Count) (Current Char))) set [Current Char v] to (letter (Position) of (input string)) set [Count v] to [1] end change [Position v] by [1] end // Add final group set [Compressed v] to (join (Compressed) (join (Count) (Current Char)))
⚡ Step 6: Code Optimization
Reduce code redundancy:
// Generic event handler instead of multiple similar blocks define handle event (event type) (parameter 1) (parameter 2) if <(event type) = [collision]> then // Handle collision change [Health v] by (parameter 1) set [Last Hit v] to (parameter 2) else if <(event type) = [pickup]> then // Handle item pickup change [Score v] by (parameter 1) add (parameter 2) to [Inventory v] else if <(event type) = [movement]> then // Handle movement change x by (parameter 1) change y by (parameter 2) end end end
🛠️ Recommended Tools:
- JSON Minimizer: Automatically removes monitors and unused data
- Project Analyzer: Shows detailed size breakdown
- List Optimizer: Suggests consolidation opportunities
- Code Deduplicator: Finds and merges similar code blocks
Pro Tip: Always backup your project before applying optimization techniques! Some changes are irreversible. 💾
ProjectOptimizer_Sarah
Replied 2 hours later
@ScratchExpert_Mike This is incredibly comprehensive! Thank you! 🙌
I had no idea about the monitor issue - that explains a lot! I tried the JSON minimizer tool and it reduced my project from 4.8MB to 3.2MB just by removing monitors. The string encoding technique is brilliant too!
Quick question: Does the order of items in lists affect file size, or is it just the total content that matters?
DataArchitect_Alex
Replied 1 hour later
@ProjectOptimizer_Sarah Great question about list ordering! The order doesn’t affect file size directly, but it can impact compression efficiency:
// Sorting for better compression define optimize list order (list name) // Sort similar items together for better compression set [Temp List v] to [] repeat (length of (list name)) // Group similar items if <(letter [1] of (item (counter) of (list name))) = [a]> then add (item (counter) of (list name)) to [Temp List v] end end // Continue for other starting letters... // Replace original list delete all of (list name) repeat (length of [Temp List v]) add (item (counter) of [Temp List v]) to (list name) end
Also, here’s a neat trick for ultra-compact data storage:
// Base64-style encoding for maximum compression define encode to compact format (data) set [Alphabet v] to [0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz+/] set [Encoded v] to [] // Convert your data to this compact alphabet // Much smaller than storing full words!
PerformanceTuner_Jordan
Replied 30 minutes later
Don’t forget about runtime optimization too! Smaller projects run faster:
- Lazy Loading: Only load data when you need it
- Data Caching: Store frequently used calculations
- Memory Management: Clear unused variables regularly
- Efficient Algorithms: Use better search/sort methods
// Memory cleanup routine define cleanup unused data // Clear temporary variables set [Temp Calculation v] to [0] set [Loop Counter v] to [0] delete all of [Temp Results v] // Reset large lists that aren't needed if <not <(Game State) = [playing]>> then delete all of [Enemy Positions v] delete all of [Particle Effects v] end
These techniques can help you stay well under the 5MB limit while improving performance! 🚀
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Project Optimization!
Fantastic discussion on project optimization! For developers working on large-scale Scratch projects, our expert community can help you with:
- 📊 Advanced data structure design
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- 🗜️ Custom compression algorithms
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- 🔧 Automated optimization tools
📚 Related Discussions
- How to design efficient data structures?
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- Building scalable game architectures
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