How to prevent clones from bunching and overlapping
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GameDev_Luna
Posted on July 28, 2025 • Intermediate
🎯 Clones bunching together in chase game
Hi everyone! I’m working on a chase game where the player is being pursued by multiple enemy clones. The problem is that all the clones end up overlapping and bunching together, making it look like there’s only one enemy instead of multiple ones.
This really affects the gameplay experience since players can’t see how many enemies are actually chasing them. Has anyone solved this kind of clone spacing issue before? Any help would be much appreciated! 🙏
CloneSpecialist_Dev
Replied 2 hours later • ⭐ Best Answer
Great question @GameDev_Luna! Clone overlapping is a common issue in chase games. Here are several effective techniques to keep your clones properly spaced:
🎯 Clone Spacing Algorithm Flow
🛠️ Method 1: Distance-Based Separation
This is the most effective approach for preventing overlap:
when I start as a clone set [my id v] to (pick random [1] to [9999]) forever // Check distance to other clones set [separation x v] to [0] set [separation y v] to [0] broadcast [check clone distance v] and wait // Move toward player with separation if <(distance to [Player v]) > [30]> then point towards [Player v] change x by ((([cos v] of (direction)) * [2]) + (separation x)) change y by ((([sin v] of (direction)) * [2]) + (separation y)) end end
🔄 Method 2: Clone ID System
Give each clone a unique behavior pattern:
when I receive [check clone distance v] if <(my id) < (clone id)> then if <(distance to [myself v]) < [50]> then // Calculate separation force set [dx v] to ((x position) - (other clone x)) set [dy v] to ((y position) - (other clone y)) set [distance v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy)))) if <(distance) > [0]> then change [separation x v] by ((dx) / (distance)) change [separation y v] by ((dy) / (distance)) end end end
⚡ Method 3: Grid-Based Positioning
For more organized clone movement:
when I start as a clone set [grid offset x v] to ((my id) mod [3]) set [grid offset y v] to (([floor v] of ((my id) / [3])) mod [3]) forever // Calculate target position with offset set [target x v] to ((Player x) + ((grid offset x) * [40])) set [target y v] to ((Player y) + ((grid offset y) * [40])) // Move toward offset position point towards x: (target x) y: (target y) if <(distance to x: (target x) y: (target y)) > [10]> then move [3] steps end end
🎨 Method 4: Flocking Behavior
For more natural-looking group movement:
// Advanced flocking with three rules define flocking behavior // Rule 1: Separation (avoid crowding) set [sep x v] to [0] set [sep y v] to [0] repeat until <(clone count) = [0]> if <(distance to [clone v]) < [40]> then change [sep x v] by ((x position) - (clone x)) change [sep y v] by ((y position) - (clone y)) end end // Rule 2: Alignment (match velocity) // Rule 3: Cohesion (move toward center) // Combine all forces for final movement
🎯 Pro Tips for Better Clone Management
- Limit clone count: Too many clones can cause performance issues
- Use different speeds: Vary clone speeds slightly for more natural movement
- Add randomness: Small random movements prevent perfect alignment
- Visual feedback: Use different costumes or sizes to distinguish clones
🔧 Quick Fix Solution
If you need a simple solution right now, try this:
when I start as a clone forever if <touching [myself v]?> then move [-5] steps turn [pick random [-30] to [30]] degrees end point towards [Player v] move [2] steps end
This will make clones back away when they touch each other and add some randomness to prevent bunching. Try Method 1 for the best results! 😊
GameDev_Luna
Replied 1 hour later
@CloneSpecialist_Dev This is incredible! 🎉 The distance-based separation method worked perfectly. My clones now maintain proper spacing while still chasing the player effectively.
The flocking behavior looks really interesting too - I might try implementing that for a more advanced version. Thanks for the detailed explanation!
AIGameDev_Pro
Replied 45 minutes later
Excellent solutions! For those interested in even more advanced AI behaviors, you can also implement:
- Pathfinding: A* algorithm for smarter navigation around obstacles
- State machines: Different behaviors based on distance to player
- Formation patterns: Clones that maintain specific formations while chasing
- Dynamic difficulty: Adjust clone behavior based on player performance
These techniques can make your chase sequences much more engaging! 🤖
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Clone Management
Fantastic discussion on clone spacing! Proper clone management is essential for polished games. Our community can help you implement:
- 🤖 Advanced AI behaviors and pathfinding
- 🎯 Complex collision detection systems
- ⚡ Performance optimization for many clones
- 🎮 Professional game mechanics
📚 Related Topics
- How to optimize clone performance?
- Building intelligent enemy AI
- Advanced collision detection techniques
Ready to create games with sophisticated AI and smooth clone management? Get expert guidance from our game development tutors!