4.1 Godot Version
I am working on a Topdown Commodore 64 style game and i want to have it so the Map your on, infinintly scrolls (When you reach one side of the map and get teloported to the other side) Ive only found a video on an infinite scroller but not a topdown combat game.
Hi!
That’s a tricky one, as it affects a lot of things in the game, so there’s no straightforward answer.
Teleporting the player may work if done correctly, but everything needs to be perfectly done as any minor flaw would be visible and ruin the effect. I don’t think it would be that hard to pull off, but there are probably more to do in your game than just teleporting the player and the camera.
Another way around is to move the world itself instead of the player.
Let say you split the world in squared cells, making it a 5x5 grid. Obviously, the player will never see the grid, it’s purely on your side. The players starts at the center cell, and you keep track of its current cell. Whenever the player leaves its cell, you check in whick direction he went (without forgetting diagonals). If he went right, then you get the leftmost column of the world grid, and you shift it so that it becomes the rightmost column, following the player. To put it another way, the world shifts so that the player is always in the center cell. The idea is that the cells are big enough, eveything happens off camera.
What you’d need to keep in mind, is to shift not only the environment, but also any entity that could have be instantiated. For instance, let’s say you spawn some NPC on a cell, you will have to also shift its node. With every node shifted, this may become a heavy computation and may result in some sensible lag, but at least that’s an idea you can explore.
Not saying this is a better solution, just a different one you may have not thought of 
Let me know if that helps, and feel free to add more context to your problem (like the map size, shape, etc.) so that we can try to figure out a great solution!
My game does this; I have a map that wraps seamlessly.
The way I did it was to cut the tilemap in quarters, and move those quarters around so they always flank the player. I wrap the player’s position so they’re always between 0..MAP_SIZE
in x and y, and move the world around them to fit.