I see. I couldn't get the anchor method to work myself - when the image approached the visible edge in the center of the map it'd simply flip itself horizontally - so I applied a bandaid solution of duplicating the picture and appending it to the right end to hide the bug for now. I'll patiently await your solution; thank you either way, excellent and quick support!
Viewing post in Issue with binding pictures to looping maps
No luck at all. With the Picture Manager and the Map Layers. With looping maps, the only thing that can stand still is a tile. Everything I tried fix something but bug something else. I think that with looping maps, is just not possible put the pictures or map layers on static positions. Let me try to explain it better:
When a map has horizontal or vertical looping, it doesn’t really have a true “beginning” or “end”. If you walk too far to the right, you appear again on the left. If you walk too far down, you appear at the top. To the player, it feels like an infinite world, but in reality the game is just repeating the same map over and over, like copies placed side by side. The player and map events work well in this type of map because they are attached to the map itself. The game always knows exactly which tile an event belongs to and, as the camera moves, it automatically decides which copy of that event should be shown on the screen at that moment.
Pictures work in a different way. They are not part of the map. They were designed to be attached to the screen, like interface elements or visual effects. When we try to make a picture stay fixed on the map, we are forcing something that the original system was not designed to do.
In looping maps, the same map position exists in multiple copies at the same time. This means that a picture placed at that position would logically exist in many places at once, because the map is being repeated. The game then has to choose which “copy” of that picture it should draw on the screen. Depending on the camera position, this choice can change from one moment to the next.
That is why, at certain points on a looping map, the picture may disappear, appear on the opposite side of the screen, or seem to behave incorrectly. In reality, it is not broken. The game simply switched to drawing a different copy of the same position because the camera moved into another repetition of the map. There is no perfect way to prevent this, because in a looping map there is no single, absolute position in the world. Unlike events, pictures do not have built-in logic to automatically select the correct copy of the map where they should appear. For this reason, trying to keep pictures fixed to the map in looping maps will always produce strange behavior at some point. At least for now, that is the conclusion I came up with.