Hi Hillstrom. That will definitely come in handy :). If you want I can try and create a Manual :). For now what I did, as I mentionated earier, was to implement a B?zier Curve.
This is my function: 107*((1-EnemyShip.Speed)^2)+2*(1-EnemyShip.Speed)*EnemyShip.Speed*520+(EnemyShip.Speed^2*Sprite3.X)
It is messy so I do not expect you to understand it nor use it, but if you ttake the time to look closer at it, and you look at this link :http://devmag.org.za/2011/04/05/bzier-curves-a-tutorial/, you will understand how you could implement this kind of movement. BTW, I used set X, Y instead of "move to object" or other behaviours actions. Right now my function is cuadratic and so it is not quite a circular movement, I am working on the cubic version of this functions.