In the custom movement behavior you can move objects "horizontally" and "vertically" according to a specified angle of orientation. I thought, "this will be perfect for my 2d planet game where there is no 'up' or 'down'-- its all relative! I now realize this might be more math than I anticipated.
Is there a way to get this relative "horizontal" and "vertical" speed of an object, and not just it's X and Y speed?
Better yet, can someone take a look at this cap and tell me if there is a better way to do this? In addition to this road block I have hit, there are numerous other little flaws in my custom movement platform behavior. I feel there is some sort of elegant trigonometric solution to all my problems that I am unable to see...
http://dl.dropbox.com/u/19590484/compass.cap