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How to reset clone system when no space available

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CM

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! 🙏

CS

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:

flowchart TD A[🚀 Game Start] --> B[Initialize Variables] B --> C[Start Clone Spawning] C --> D[Check Available Space] D -->|Space Available| E[Spawn Clone] D -->|No Space| F[All Spaces Filled] E --> G[Clone Created] G --> H[Update Space Counter] H --> D F --> I[Wait for Reset Delay] I --> J[Delete All Clones] J --> K[Reset Space Counter] K --> L[Reset Position Variables] L --> C style A fill:#e1f5fe style F fill:#fff3e0 style J fill:#ffebee style C fill:#e8f5e8

🔧 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! 🎯

CM

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.

CS

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! ⚡

GD

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!

VB

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

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