Creating collectibles in top-down scrolling games
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ScrollMaster_Dev
Posted on July 22, 2025 • Intermediate
🎮 Mystery solved: Collectibles in scrolling games!
I’ve been working on a large-scale Zelda-style RPG and noticed something strange - most top-down scrolling games don’t use cloned collectibles! After digging deep into this mystery, I finally cracked the code. 🕵️♂️
The challenge with cloned collectibles in scrolling games is that they need to:
- Move with the camera/scroll system
- Stay in their world positions
- Handle collision detection properly
- Be memory efficient for large worlds
Has anyone else tackled this challenge? I’d love to share my solution and hear other approaches! 💎
NinjaCoder_Pro
Replied 2 days later • ⭐ Best Answer
Great question @ScrollMaster_Dev! I’ve actually implemented this in several RPG projects. The key is understanding how to sync clones with your scrolling system. Here’s the complete solution:
🗺️ Collectible System Architecture
Here’s how the collectible system works in a scrolling environment:
🔧 Step 1: World Coordinate System
First, set up variables for world positioning and scrolling:
when flag clicked set [scroll x v] to [0] set [scroll y v] to [0] set [world width v] to [2000] set [world height v] to [1500]
💎 Step 2: Collectible Clone Creation
Create collectibles at specific world coordinates:
// Main collectible sprite setup when flag clicked hide set [collectible count v] to [0] // Create collectibles at world positions repeat [20] change [collectible count v] by [1] create clone of [myself v] end // Clone initialization when I start as a clone set [world x v] to (pick random [-800] to [800]) set [world y v] to (pick random [-600] to [600]) set [collected v] to [0] show forever // Update screen position based on scroll go to x: ((world x) - (scroll x)) y: ((world y) - (scroll y)) // Check if in view (optimization) if <<(x position) > [-300]> and <<(x position) < [300]> and <<(y position) > [-200]> and <(y position) < [200]>>>> then show // Collision detection if <touching [player v]?> then if <(collected) = [0]> then set [collected v] to [1] change [score v] by [10] play sound [coin collect v] hide stop [this script v] end end else hide end end
🎮 Step 3: Player Movement & Scrolling
Update scroll values when player moves:
// Player sprite movement when flag clicked forever set [old x v] to (x position) set [old y v] to (y position) // Player movement if <key [right arrow v] pressed?> then change x by [5] end if <key [left arrow v] pressed?> then change x by [-5] end if <key [up arrow v] pressed?> then change y by [5] end if <key [down arrow v] pressed?> then change y by [-5] end // Update scroll based on player movement change [scroll x v] by ((x position) - (old x)) change [scroll y v] by ((y position) - (old y)) // Keep player centered go to x: [0] y: [0] end
🚀 Step 4: Advanced Optimizations
For large worlds, add these performance improvements:
// Collectible manager sprite when flag clicked forever // Only update clones near player broadcast [update collectibles v] wait [0.1] seconds end // In collectible clones when I receive [update collectibles v] if <(distance to [player v]) < [400]> then // Update position and check collision go to x: ((world x) - (scroll x)) y: ((world y) - (scroll y)) if <touching [player v]?> then change [rupees v] by [1] play sound [rupee collect v] delete this clone end else // Hide distant collectibles hide end
💡 Pro Tips for Large Worlds
- Chunk Loading: Only create clones for collectibles in nearby areas
- Distance Culling: Hide collectibles that are too far from the player
- Persistent Data: Save collected items to prevent respawning
- Memory Management: Delete clones when switching areas
This system works perfectly for Zelda-style games with hundreds of collectibles! The key is treating clones as world objects that respond to camera movement. 🎯
ScrollMaster_Dev
Replied 1 hour later
@NinjaCoder_Pro This is EXACTLY what I was looking for! 🎉 The world coordinate system makes perfect sense now.
I implemented your solution and it works flawlessly! My Zelda RPG now has over 200 rupees scattered across the world and they all work perfectly with the scrolling system. The performance optimizations are genius too! 💎
Mystery officially solved! Thanks for sharing this knowledge with the community! 🙌
RPGDeveloper_Alex
Replied 3 hours later
Fantastic solution! I’ve been struggling with this exact problem in my Pokemon-style game. 🎮
One addition - for games with save systems, you’ll want to track which collectibles have been collected:
// Add to collectible clone when I start as a clone set [collectible id v] to (join [collectible_] (collectible count)) // Check if already collected if <[collected items v] contains (collectible id)?> then delete this clone else // Normal collectible behavior end // When collected if <touching [player v]?> then set [collected items v] to (join (collected items) (join (collectible id) [,])) delete this clone end
This prevents items from respawning when you reload the game! 💾
Vibelf_Community
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