How to reset clone system when no space available
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CloneMaster88
Posted on January 22, 2024 • Intermediate
🔄 Clone reset system help needed
Hey everyone! I’m working on a game where I spawn clones to fill available spaces on the screen. The problem is that once all spaces are filled, I want the system to reset and start spawning clones again from the beginning.
Currently my clone system detects when there’s no more available space, but I can’t figure out how to make it reset and run the spawning process again forever. Any ideas on how to implement this properly?
I need it to:
- Detect when no more space is available
- Reset the clone system
- Start spawning clones again
- Repeat this process forever
Thanks for any help! 🙏
CloneSystemExpert
Replied 3 hours later • ⭐ Best Answer
Great question @CloneMaster88! Clone reset systems are really useful for creating continuous gameplay. Here’s a comprehensive solution:
🔄 Clone Reset System Flow
Here’s how the clone reset system works:
🔧 Step 1: Setup Variables
First, create these variables for managing the clone system:
when flag clicked set [Available Spaces v] to [20] set [Clones Created v] to [0] set [Reset Timer v] to [0] set [System Active v] to [true]
🎯 Step 2: Main Clone Spawning Loop
Create the main spawning system that checks for available space:
when flag clicked forever if <(System Active) = [true]> then if <(Available Spaces) > [0]> then // Spawn clone logic create clone of [myself v] change [Available Spaces v] by [-1] change [Clones Created v] by [1] wait [0.1] seconds else // No more space - trigger reset set [System Active v] to [false] broadcast [reset system v] end end end
🔄 Step 3: Reset System Handler
Handle the reset process when no space is available:
when I receive [reset system v] // Wait before resetting (optional visual effect) wait [2] seconds // Delete all clones broadcast [delete all clones v] wait [0.5] seconds // Reset all variables set [Available Spaces v] to [20] set [Clones Created v] to [0] set [Reset Timer v] to [0] // Restart the system set [System Active v] to [true]
🗑️ Step 4: Clone Deletion System
For the clone sprites, add this deletion handler:
when I receive [delete all clones v] if <(clone?) = [true]> then delete this clone end
📍 Step 5: Advanced Position Management
If you’re placing clones in specific positions, use this system:
// Create custom block: find next position define find next position set [position found v] to [false] repeat until <(position found) = [true]> set [test x v] to (pick random [-200] to [200]) set [test y v] to (pick random [-150] to [150]) // Check if position is free if <not <touching [clone v]?>> then set [position found v] to [true] go to x: (test x) y: (test y) end end
🎮 Step 6: Enhanced Reset with Visual Effects
Add some visual flair to your reset system:
when I receive [reset system v] // Visual countdown repeat [3] say (join [Resetting in ] (4 - (counter))) wait [1] seconds end // Flash effect repeat [5] set [color v] effect to [25] wait [0.1] seconds clear graphic effects wait [0.1] seconds end // Continue with reset logic... broadcast [delete all clones v]
🚀 Step 7: Performance Optimization
For better performance with many clones:
// Limit clone creation rate when flag clicked forever if <(System Active) = [true]> then if <(Available Spaces) > [0]> then if <(timer) > [0.2]> then // Only create every 0.2 seconds create clone of [myself v] reset timer change [Available Spaces v] by [-1] end else broadcast [reset system v] end end end
This system will continuously cycle through spawning clones until all spaces are filled, then reset and start over again. The key is using the broadcast system to coordinate between the main sprite and clones! 🎯
CloneMaster88
Replied 45 minutes later
@CloneSystemExpert This is exactly what I needed! 🎉
The broadcast system approach is brilliant - I was trying to do everything in one script. The visual countdown effect is a nice touch too!
One question: How can I make the reset happen faster? The 2-second wait feels a bit long for my game.
CloneSystemExpert
Replied 20 minutes later
@CloneMaster88 Absolutely! You can adjust the timing to fit your game’s pace:
when I receive [reset system v] // For instant reset (no delay) broadcast [delete all clones v] wait [0.1] seconds // Just enough time for clones to delete // Reset variables immediately set [Available Spaces v] to [20] set [System Active v] to [true]
Or for a quick flash effect:
when I receive [reset system v] // Quick flash only set [brightness v] effect to [50] wait [0.2] seconds clear graphic effects // Continue with reset...
The key is finding the right balance between visual feedback and game flow! ⚡
GameDev_Nina
Replied 1 hour later
Love this discussion! 🎮 Here are some additional tips for clone management:
- Memory management: Always delete clones when resetting to prevent lag
- Visual feedback: Use particle effects during reset for better UX
- Progressive difficulty: Decrease reset time as levels progress
- Clone limits: Set maximum clone counts to prevent performance issues
These techniques work great for puzzle games, tower defense, and grid-based games!
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Clone Systems!
Excellent discussion on clone management! For those looking to create even more sophisticated clone systems, our community can help you implement:
- 🔄 Dynamic clone pooling
- 🎯 Smart positioning algorithms
- ⚡ Performance optimization techniques
- 🎮 Complex clone behaviors and AI
📚 Related Discussions
- How to optimize clone performance?
- Creating intelligent clone behaviors
- Advanced clone positioning systems
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