Weird cloning bug in my game
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GameDebugger_Pro
Posted on January 15, 2025 • Intermediate
🐛 Cloning bug in my game - entities not appearing
Hi everyone! I’m working on my game ROTSC II and I’ve encountered a really frustrating bug. In the 2nd level, only some entities and doors are showing up. When I try to add a door or entity, my game says “NO” and doesn’t clone it. Even when I press the clone block multiple times, it just won’t execute!
The weird thing is that this only happens in level 2 - other levels work fine. I’ve checked the project multiple times but can’t figure out what’s causing this issue. Any help would be greatly appreciated! 🙏
ScratchCoder_Expert
Replied 2 hours later • ⭐ Best Answer
Great question @GameDebugger_Pro! Cloning issues like this are usually caused by a few common problems. Let me help you debug this step by step:
🔍 Step 1: Check Clone Limits
Scratch has a limit of 300 clones per sprite. If you’ve reached this limit, new clones won’t be created:
when flag clicked set [clone count v] to [0] when I start as a clone change [clone count v] by [1] if <(clone count) > [290]> then say [Too many clones!] for [2] secs end when I start as a clone if <(clone count) > [290]> then delete this clone end
🎯 Step 2: Debug Clone Creation
Add debugging messages to see what’s happening:
when I receive [create entity v] say [Trying to create clone...] for [1] secs if <(level) = [2]> then say [Level 2 detected] for [1] secs if <(can create clone) = [true]> then create clone of [Entity v] say [Clone created successfully!] for [1] secs else say [Cannot create clone - conditions not met] for [2] secs end end
🚪 Step 3: Check Level-Specific Variables
The issue might be with level-specific conditions:
// Check if level 2 has different spawn conditions when I receive [start level v] if <(level) = [2]> then set [max entities v] to [10] // Make sure this isn't 0 set [spawn enabled v] to [true] broadcast [reset clone counter v] end // Reset clone counter for each level when I receive [reset clone counter v] set [clone count v] to [0] delete all clones of [Entity v]
⚡ Step 4: Fix Common Clone Issues
Here’s a robust clone management system:
// Main clone creation script define create entity at (x) (y) type (entity type) if <(clone count) < [290]> then set [temp x v] to (x) set [temp y v] to (y) set [temp type v] to (entity type) create clone of [Entity v] else say [Clone limit reached!] for [1] secs end // In the Entity sprite when I start as a clone change [clone count v] by [1] go to x: (temp x) y: (temp y) set [entity type v] to (temp type) switch costume to (entity type) show // Clean up when clone is deleted when I start as a clone forever if <(delete me) = [true]> then change [clone count v] by [-1] delete this clone end end
🔧 Step 5: Level 2 Specific Fix
Check if level 2 has any blocking conditions:
// Make sure level 2 initialization is correct when I receive [start level 2 v] set [entities spawned v] to [0] set [doors spawned v] to [0] set [spawn blocked v] to [false] broadcast [clear all entities v] wait [0.1] secs broadcast [spawn level 2 entities v]
The key is to add debugging messages throughout your code to see exactly where the process is failing. Most likely, there’s a condition in level 2 that’s preventing the clones from being created! 😊
GameDebugger_Pro
Replied 30 minutes later
@ScratchCoder_Expert This is incredibly helpful! Thank you so much! 🎉
I found the issue - it was exactly what you said about level-specific conditions. I had accidentally set a variable that was blocking clone creation in level 2. The debugging messages helped me track it down immediately!
Vibelf_Community
Pinned Message • Moderator
🚀 Need Help with Advanced Game Debugging?
Great problem-solving everyone! For those working on complex games with multiple levels and clone management, our community can help you implement:
- 🔍 Advanced debugging techniques
- 🎮 Efficient clone management systems
- 🏗️ Level loading and state management
- ⚡ Performance optimization for large games
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