Thank you both. I'll be checking that info.
The way I did it in my project, Open Ocean, was to tile the background (This is just a checkbox on the Layer for HoizontalTile and/or VerticalTile). Then, I moved the background (And all objects except the player/UI) in the opposite direction of the player's speed/direction. This gives the illusion that the player is moving towards it, even though the player object doesn't ever actually move. Assuming you're making a top-down space shooter, similar to, say Raiden Fighters, you could just move them down instead. The code would look similar to this (In a Step event):
But, how would you move all other instances? I mean, your method at least.
EDIT:
I coded this by warping the player when it passes a point in the room, it worked perfectly, though I didn't coded the warping of the rest of the objects.
But I noticed that I want to spawn all the items and enemies while you walk along. So I tried just erasing the warping code and letting the room as it was.
I noticed that I coluld let the background repeating endlessly even outside the room, which is awesome (my camera is not the built-in so it follows the player even outside the room).
My question is, should I let my warping code aside, or does working outside the room has some serious limitation I am not aware of and would be meaningful to know?
Also, does this means the room is actually endless?