Clones stop working after a certain amount of time in game
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CloneDebugger_Pro
Posted on July 23, 2025 • Advanced
🔧 Clones stop appearing after extended gameplay
Hey everyone! I’m having a really frustrating issue with my action game. Everything works fine at the start, but after playing for a while (especially when enemy health reaches 100-200+), all my clones suddenly stop appearing:
- ⚔️ Attack slashes don’t show up
- 🔮 Magic orbs stop spawning
- 🎯 Homing projectiles disappear
- 📊 Score effects stop working
I’m using delete clone blocks whenever I don’t need clones anymore, so it shouldn’t be hitting the clone limit. I even tested in TurboWarp and the same problem occurs!
This completely breaks the game since players can’t attack anymore. Has anyone encountered this before? 😰
CloneManager_Expert
Replied 4 hours later • ⭐ Best Answer
Great question @CloneDebugger_Pro! This is a classic clone management issue that many developers face. The problem isn’t always the clone limit - it’s usually about clone lifecycle management and hidden memory leaks. Here’s the complete solution:
🔍 Clone Lifecycle Analysis
Here’s what typically happens in your situation:
🔧 Step 1: Proper Clone Deletion
First, ensure you’re deleting clones correctly in ALL scenarios:
// In each clone sprite - add this to ALL clones when I start as a clone set [Clone ID v] to (join [clone_] (timer)) forever // Your clone logic here // Always check for deletion conditions if <<(x position) > [300]> or <(x position) < [-300]>> then delete this clone end if <<(y position) > [200]> or <(y position) < [-200]>> then delete this clone end if <(Health) < [1]> then delete this clone end end
🧹 Step 2: Clone Cleanup System
Create a master cleanup system to prevent accumulation:
// Master cleanup sprite when flag clicked set [Active Clones v] to [0] forever wait [5] seconds broadcast [cleanup check v] // Force cleanup if too many clones if <(Active Clones) > [50]> then broadcast [emergency cleanup v] wait [1] seconds end end // In each clone type when I receive [cleanup check v] if <(timer) > [30]> then // Delete clones older than 30 seconds delete this clone end when I receive [emergency cleanup v] if <not <touching [Player v]?>> then delete this clone end
📊 Step 3: Clone Counter System
Track clone creation and deletion to identify leaks:
// When creating clones when [space v] key pressed if <(Active Clones) < [30]> then // Limit active clones create clone of [Attack v] change [Active Clones v] by [1] end // In clone deletion when I start as a clone forever // Clone logic here if <(should delete) = [true]> then change [Active Clones v] by [-1] delete this clone end end
🔄 Step 4: Reset System for Long Games
Add periodic resets to prevent accumulation:
// Game manager sprite when flag clicked forever wait [120] seconds // Every 2 minutes // Save important game state set [Temp Score v] to (Score) set [Temp Level v] to (Level) // Clean reset broadcast [save state v] wait [0.5] seconds broadcast [clean reset v] wait [0.5] seconds broadcast [restore state v] end when I receive [clean reset v] delete all clones set [Active Clones v] to [0] when I receive [restore state v] set [Score v] to (Temp Score) set [Level v] to (Temp Level)
🚀 Step 5: Performance Optimization
Optimize clone scripts to prevent performance degradation:
// Efficient clone script when I start as a clone set [Birth Time v] to (timer) repeat until <<(timer) - (Birth Time)> > [10]> // Main clone logic move [5] steps // Efficient collision detection if <touching [Enemy v]?> then broadcast [hit enemy v] delete this clone end // Performance: Only check every few frames wait [0.033] seconds // ~30 FPS end delete this clone // Auto-delete after 10 seconds
🔍 Step 6: Debug Clone Issues
Add debugging to identify the exact problem:
// Debug display sprite when flag clicked forever set [Debug Text v] to (join [Clones: ] (Active Clones)) set [Debug Text v] to (join (Debug Text) (join [ | Timer: ] (round (timer)))) // Visual debug go to x: [-200] y: [150] say (Debug Text) for [0.1] seconds end
The key insight is that clone problems often stem from invisible accumulation rather than obvious limits. Even with delete blocks, clones can accumulate if deletion conditions aren’t comprehensive enough!
CloneDebugger_Pro
Replied 2 hours later
@CloneManager_Expert This is absolutely brilliant! Thank you so much! 🎉
I implemented the clone counter system and found the issue - my ComboBoard sprite wasn’t deleting its clones properly! The debug display showed I had over 200 hidden clones accumulating.
The cleanup system works perfectly now. My game can run for hours without any issues!
PerformanceOptimizer_Lisa
Replied 1 hour later
Excellent solution! Here’s an additional pro tip for preventing clone issues:
// Object pooling technique when flag clicked set [Pool Size v] to [20] repeat (Pool Size) create clone of [Projectile v] end // In projectile clones when I start as a clone hide // Start hidden in pool forever wait until <(Active) = [true]> show // Do projectile behavior // When done: hide set [Active v] to [false] end
This creates a fixed pool of reusable clones instead of constantly creating/deleting them! 🚀
Vibelf_Community
Pinned Message • Moderator
🚀 Want to Master Advanced Clone Management?
Outstanding debugging work everyone! For those looking to create even more sophisticated clone systems, our community can help you implement:
- 🔄 Advanced object pooling
- 📊 Real-time performance monitoring
- 🧠 Smart memory management
- ⚡ High-performance game architectures
📚 Related Discussions
- How to optimize games for better performance?
- Advanced debugging techniques
- Memory management best practices
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