spritenav as it is right now only has to push the player sprite. scrolling would mean pushing all boundry sprites, enemy sprites, and projectile sprites. so the alternative is to make a renders map as one sprite and check boundy coordinates.
this is the best i can do with scrolling maps while keeping the smooth movement, its laggy even with a small map with no enemies, so i think the best idea would be to use v7 for scrolling
http://www.mediafire.com/?wq2ck8a89dc3j8pit basically uses grid code to identify and save boundry coordinates, it then runs a FOR loop to check if each coordinate is touching the player sprite
i remember matt saying nthfield is slow and inefficient, maybe it would run faster without that, im not sure.
matt, i meant to ask you, how do you know nthfield is slow? and how slow is it?