Game stuck at level 11 - clone limit and spawning issues fix
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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? 😭
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:
🛠️ 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! 🎉
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! 🚀
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! 🎮
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! 🌟
Vibelf_Community
Pinned Message • Moderator
🚀 Master Game Performance & Optimization!
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- ⚡ Advanced performance optimization techniques
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📚 Related Discussions
- How to optimize Scratch games for better performance?
- Advanced clone management techniques
- Building scalable multi-level games
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