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Then have the game move to the next room internally.
Display that picture in the new room, and have it slide off the screen.
I have a feeling that's what you mean, right?
So if you want room transitions with scrolling, you have two options. Make a second room identical to the previous room at the enterance, and ignore everything else in it, or have one room, and use controller objects to deactivate and activate tiles and objects.
As for that smooth motion, you would have to program a view controller that moves the view appropriately when you enter a new room, using the variables view_xview and view_yview. So in essence, games like castlevania had one room, but deactivated regions when appropriate.
Also read up the documentation on Deactivating instances. Hope this helps.
http://docs.yoyogames.com/source/dadiospice/002_reference/objects%20and%20instances/instances/deactivating%20instances/index.html
EDIT: Key's suggestion is actually really good, only problem is, the snapshot function is very glitchy in game maker. Better to use a surface that captures the current view_surface on that frame.
Use view_xview to scroll the screen whenever the character is outside the view or reaches a certain x point.
For example, if Player.x > 160 and view_xview < 320 view_xview += 1
So once the player reaches the right side of the screen, the xview will incease until it pans over to the right side of the second level.
+Actually, whole stages don't even need to be one block. There's no level in castlevania that did not use "stairs" (that I know of). I'd only need to use contiguous sub-stage rooms for sub-stages with door transitions
If you want I could write some code for you as to how to capture a room as a surface, so you can use that as your room transition.