Basically if my character travels far enough to the right or left of the screen he will reappear on the other side... if 'X' position of 'Character' > 960 then position 'Character' at 320. Someone had sent me an example of how to do this.
This works fine (no glitches) if I use the 'step-through' mode but not so if I run the frame or application... why should it be any different? There is an obvious screen update (flash) and bad synchronicity with an enemy.
Sorry I forgot to say that I am using MMF 1.5 build 119.
Imagine a chimney or cylindrical tower similar to the game Nebulus (Atari ST).
The character is always centred to the window display as the screen seemingly scrolls left and right. He can also climb higher.
Only one side of the chimney is seen at any one time (actually slightly less). By using a transparent vertical gradient (probably have to be an alpha channel object) it will take on the form of a cylinder.
So I will have something like this at the start of the level... 'back of chimney' - 'front' - 'back of chimney'. Only the front will be seen in the main window until the player moves. You'll notice that the back is duplicated (includes background, platforms, robots etc) because when the player gets halfway into one of these screens he will be repositioned halfway through the opposite screen (like an overlap).
The 'X' co-ordinates I gave were just an example and so are academic.
Seems to work fine when the character has been repositioned using 'step through' (robots continue where they left off) but I get momentary screen flash if I run the application or frame and robots seem to be out of sync... annoying!