I did this for clouds moving across the sky. I had two sprites, which were made to be seamless. Each cloud sprite was the width of the entire screen, in this case 1370 pixels.
Initially in scene edit, I position one sprite (the right cloud sprite) so that it fills the entire screen, and the second sprite (the left cloud sprite) directly to the left, so that it is completely off screen.
This script I put on the left cloud sprite:
#include "scripts\base.inc"
while(true)
{
{
}
}
And this script I put on the right cloud sprite:
#include "scripts\base.inc"
var CloudRight = false;
while(true)
{
if(CloudRight==false)
{
}
else
{
}
{
}
CloudRight = true;
}
So, this means that the clouds appear to move across the sky forever, seamlessly. When the initial right cloud sprite gets to a position which is completely off screen, it is sent back to the left, behind the left cloud sprite - effectivly both sprites keep switching positions each time they get completely off screen to the right, which keep the clouds moving seamlessly forever. It sounds more complex than it is.
Hope it helps.