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Clones stop working after a certain amount of time in game

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CD

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? 😰

CM

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:

flowchart TD A[🚀 Game Start] --> B[Clones Work Fine] B --> C[Extended Gameplay] C --> D{Clone Issues?} D -->|Memory Leak| E[🔴 Hidden Clones Accumulate] D -->|Script Conflicts| F[🔴 Event Handlers Multiply] D -->|Variable Corruption| G[🔴 State Variables Break] E --> H[Clone Limit Reached] F --> I[Performance Degradation] G --> J[Logic Errors] H --> K[❌ No New Clones] I --> K J --> K K --> L[🎮 Game Breaks] style A fill:#e1f5fe style B fill:#e8f5e8 style C fill:#fff3e0 style E fill:#ffebee style F fill:#ffebee style G fill:#ffebee style L fill:#ffcdd2

🔧 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!

CD

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!

PO

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! 🚀

VB

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

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