Hello Trompeta and Kumarks,
The engine calculates the number of tiles it needs to fill the screen at any moment. You can use the cullingMargin parameter of setCamera() to push the edges of the active map region further from the edges of the screen, increasing the number of tiles and allowing physics objects to move further offscreen. Setting offscreenPhysics is your best bet if you need enemies or other important physics objects to move freely across the entire map. If you run debug() in your enterFrame event it’ll display a count of all active tiles.
I’ve never had that problem with transparencies before. Could you post a screen shot and a link to the tileset you’re using Trompeta?
As for moving the character by half a tile, I believe most of the samples use the locX and locY parameters of moveSpriteTo(), but the function also accepts levelPosX and levelPosY parameters for pixel-by-pixel movement. If your tiles are 32x32 in size, moving a sprite by 16 pixels will move it half a tile. You can also slow the movement down by adjusting the time parameter.
mte.moveSpriteTo({sprite = mySprite, levelPosX = mySprite.x + 16, levelPosY = 0, time = 500}) --OR mte.moveSprite(mySprite, 16, 0)