Hello there. I am far into Slimeith's quest 3 development when I went to finally work on the game's basic movement system. However I can not get it to work. I am trying to make a scrolling game engine where the game stops scrolling where there is no more tiles left, then Slimeith starts scrolling until he hits the edge of the screen, or goes back to the center letting the stage scroll again. Slimeith scrolling on his own works perfectly in isolation, however when it activates in the going left script the game starts lagging to a screeching halt. Slimeith's code for when he moves alone is terribly laggy, and brings my computer to a screeching halt. He stops moving completely when he reaches X-10. Other notes: The locations of the tiles in this are stored as a 12 digit number. The first and sixth digit telling whether it is positive or negative and the rest telling where it should go. All tiles are in a 480 by 360 grid. However in the borders the first and fifth tiles tell whether it is positive or negative since the second and seventh digits were always 0 in Level one. Every NPC in the game depends on StageX and Y to tell where they should go. Thank you if you can fix this. This means a lot to me and I will be eternally thankful as this is a important part of the game. I worked really hard on the rest of the game, and it wouldn't be complete until this is fixed. Please remix this with the fixed code and tell me which scripts you changed/added and any variables you added as I will be backpacking the scripts into the sprites in the game as I took out a lot of things that were not used in scrolling or collision to prevent leaks. Thank you if you can fix this. This means a lot to me and I will be eternally thankful as this is a important part of the game. I worked really hard on the rest of the game, and it wouldn't be complete until this is fixed. Thanks to powercon5 for the set size technique to let the sprites scroll off the stage. Echo_GAMER_516 made the collision. I coded very thing else (so far).