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How to prevent clones from bunching and overlapping

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GL

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! 🙏

CS

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

flowchart TD A[🎮 Clone Created] --> B[Set Initial Position] B --> C[Start Movement Loop] C --> D[Calculate Target Position] D --> E{Check for Other Clones} E -->|Clones Nearby| F[Apply Separation Force] E -->|No Clones Nearby| G[Move Toward Player] F --> H[Calculate Avoidance Vector] H --> I[Combine with Chase Vector] I --> J[Apply Final Movement] G --> J J --> K[Update Position] K --> L{Still Active?} L -->|Yes| C L -->|No| M[Delete Clone] style A fill:#e1f5fe style F fill:#fff3e0 style G fill:#e8f5e8 style M fill:#ffebee

🛠️ 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!

AI

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! 🤖

VB

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

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