I don't know exactly what your asking, but if you want the frame to be able to scroll indefinitely set the virtual width and height to -1, those parameters can be found in the frame properties under the settings tab.
mmm lets put it this way, the square, shows what u can see in the frame, i want it so u can see the rest, whatever is right out of that box, kuz my side scroller, goes as far to the right as it can, so it gets out of the frame, and the view doesnt follow my player
in the event editor, there is the icon that looks like a game board, theres an option in there called scrolling, you can set that to the player, or get creative and do something like setting the frame to a new object, give it bouncy ball and have it look at the player (so the screen kind of lags and give the image of a camera man trying to follow the player), theres a bunch of stuff you can do to make it interesting.
Yeah, like UrbanMonk said, you'll need to use virtual height and width to do this, because the window will only scroll within the virtual height and width, which by default is the same as the frame height and width. If you aren't using MMF2, or even if you are, it would really just be easier to resize the frame.
Or for a smooth scrolling effect you can use linear interpolation.
First Create an object and name it "Camera" or whatever, then turn off "visible at start"
Also set the "Camera" object's movement type to static.
Then put this event into the event editor, assuming the object you want to follow is called "player"
-Set X pos of object "Camera" to X( "Camera" )+(((X( "player" )-X( "Camera" ))*0.4)
-Set Y pos of object "Camera" to Y( "Camera" )+(((Y( "player" )-Y( "Camera" ))*0.4)
-Center Window Position in frame relative to "Camera" at (0,0)
And that's all there is too it!
Lets brake down the formula and see whats happening
-First we get the camera's x position
-Then add it to %40 of the distance between the player and camera-
-There is no need to get the absolote value here because if the numbers negative that means that the camera
is ahead of the player in which case the number needs to be negative to move backwards towards the player.