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Game stuck at level 11 - clone limit and spawning issues fix

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CS

CodeDebugger_Sam

Posted on July 21, 2025 • Intermediate

🚫 Game completely broken at level 11!

Hey everyone! I’m having a really frustrating issue with my spaceship catching game:

  • Players need to catch spaceships to progress to the next level
  • Everything works perfectly up to level 10
  • At level 11, the spaceships just stop spawning completely!
  • Players get stuck forever and can’t progress

I suspect it might be related to too many clones being created, but I’m not sure how to fix it. The game has been working fine for the first 10 levels, so why does it break now? 😭

PM

PerformanceMaster_Alex

Replied 1 hour later • ⭐ Best Answer

You’ve hit the classic Scratch clone limit issue @CodeDebugger_Sam! This is super common in games that create lots of clones over time. Let me explain what’s happening and how to fix it.

🔍 Understanding the Clone Limit Problem

Scratch has a built-in limit of 300 clones per sprite. Once you hit this limit, no new clones can be created:

flowchart TD A[Level 1-10: Creating Clones] --> B[Clone Count Increases] B --> C{Clone Count < 300?} C -->|Yes| D[New Clones Spawn Successfully] C -->|No| E[❌ Clone Limit Reached] E --> F[No More Clones Can Spawn] F --> G[Game Breaks at Level 11] D --> H[Continue Playing] H --> B style A fill:#e1f5fe style E fill:#ffebee style F fill:#ffebee style G fill:#ffebee

🛠️ Solution 1: Proper Clone Management

The key is to delete clones when they’re no longer needed:

    // In your spaceship clone
when I start as a clone
forever
// Move the spaceship
change y by [-3]

// Delete clone when it goes off screen
if <(y position) < [-200]> then
delete this clone
end

// Delete clone when caught by player
if <touching [Player v]?> then
change [score v] by [10]
play sound [collect v]
delete this clone
end
end
  

🔄 Solution 2: Clone Recycling System

Instead of constantly creating new clones, reuse existing ones:

    // Create a pool of reusable clones at game start
when flag clicked
set [active clones v] to [0]
repeat [20] // Create 20 reusable clones
create clone of [Spaceship v]
end

// In spaceship clone - recycling system
when I start as a clone
set [active v] to [false]
forever
if <(active) = [true]> then
// Move and check collisions
change y by [-3]

if <<(y position) < [-200]> or <touching [Player v]?>> then
set [active v] to [false]
hide
go to x: (pick random [-200] to [200]) y: [200]
end
else
hide
end
end

// Spawning system - activate existing clones instead of creating new ones
define spawn spaceship
repeat until <(clone found) = [true]>
broadcast [find inactive clone v]
wait [0.01] seconds
end
  

📊 Solution 3: Level-Based Clone Management

Adjust the number of active clones based on the current level:

    // Dynamic clone management
define manage clones for level
set [max clones v] to ((level) + [5]) // More clones for higher levels
if <(max clones) > [25]> then
set [max clones v] to [25] // Cap at 25 to prevent lag
end

// Clean up old clones before starting new level
define cleanup clones
broadcast [cleanup v]
wait [0.5] seconds
set [active clones v] to [0]

// In clone - respond to cleanup
when I receive [cleanup v]
if <(active) = [true]> then
set [active v] to [false]
change [active clones v] by [-1]
end
  

🎯 Solution 4: Complete Level Progression Fix

Here’s how to properly handle level transitions:

    // Level progression with proper cleanup
when I receive [level complete v]
// Stop all spawning
set [spawning active v] to [false]

// Clean up all active clones
broadcast [cleanup all clones v]
wait [1] seconds

// Advance to next level
change [level v] by [1]
set [ships needed v] to ((level) * [3]) // More ships needed per level
set [ships caught v] to [0]

// Restart spawning for new level
set [spawning active v] to [true]
broadcast [start level v]

// In spawning script
when I receive [start level v]
forever
if <(spawning active) = [true]> then
if <(active clones) < (max clones)> then
spawn spaceship
wait (pick random [1] to [3]) seconds
end
end
end
  

The key is proper cleanup and reusing clones instead of constantly creating new ones! 🎉

CS

CodeDebugger_Sam

Replied 45 minutes later

@PerformanceMaster_Alex This is exactly what I needed! 🎉

I implemented the clone recycling system and proper cleanup, and now my game works perfectly through all levels! I had no idea about the 300 clone limit - that explains everything.

The level progression is so much smoother now, and the game doesn’t lag anymore either. Thank you so much! 🚀

OG

OptimizationGuru_Lisa

Replied 2 hours later

Excellent solution @PerformanceMaster_Alex! 👏 I’d like to add some additional optimization tips:

  • Monitor clone count: Create a debug display showing current active clones to catch issues early
  • Use TurboWarp for testing: It removes the clone limit and can help identify if clones are the real issue
  • Batch operations: Instead of checking every clone every frame, use broadcast messages for batch updates
  • Performance profiling: Use the “See inside” feature to watch how your clone count changes over time

These techniques will help you build more robust and scalable games! 🎮

TW

TurboWarp_Helper

Replied 30 minutes later

Just wanted to mention that while TurboWarp can help with testing (it removes clone limits), the real solution is proper clone management like @PerformanceMaster_Alex showed.

If you want your game to work on the official Scratch website, you need to stay within the 300 clone limit. TurboWarp is great for:

  • Testing if clone limits are causing your issues
  • Prototyping complex games
  • Adding advanced features not available in regular Scratch

But always test your final game on regular Scratch to make sure it works for everyone! 🌟

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Master Game Performance & Optimization!

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  • ⚡ Advanced performance optimization techniques
  • 🔄 Efficient object pooling and memory management
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