Thank you for the replies. :)
Ok, after looking at you code, I would recoment, that you use the "every tick" event to move the sprite by "x" and check if the desired delta value is reached...
I'm not really sure what you meant but I'm interested to hear more :/
http://dl.dropbox.com/u/23551572/C2/gridMovement.capx
Thanks, that's a very good example and I'll surely make use of instance variables like you did but rotating the sprites unintentionally rotates the pixel data within them and I'll have to find a workaround that doesn't use the angle parameter at all. This is what I mean.
Also if I understood correctly, even if you "Substract speed*dt from move" it may return a negative value and we may need to use the fix you already provided. IMO If there was a way to limit the maximum frame rate without using dt, I'd just drop the dt and all the hassle that comes with it. Inconsistent sprite movement speeds vs. sprite movements that don't stop accurately = I'd take the first one any day. I'm still feeling illiterate about it even after reading the available resources here but I just don't see how dt might come in handy in the case of turn based, non action oriented scenarios. I'm an interface designer, not a programmer, previous flash user and certainly not a flash fan. C2 with its brilliant event system helps me do what flash with all its weird elitist script driven ugly face didn't. Oddly enough timing was never an issue in flash and everything was fps driven. Or at least, it was never the user's responsibility to be bothered with whatever sorcery laid underneath. I know that C2 is new and yet incomplete and I'm not going to be alienated by this; probably learn more in time and keep supporting it but some way of simplifying these kind of issues is kinda required to keep non coders interested especially if they're attracted by "no coding required" slogan. I bet a couple behaviours will appear in some months and C2 will suddenly start catering people like me that aren't coders and are interested in making a 2d game that isn't action related or in real time.
Unrelated bug report for the devs:
I think I've come across an interesting Construct 2 bug on this example. Try creating an action from "textch" on every tick like I did with the other variables and text objects and set its text to the player's instance variable "checked" It'll work, the preview will work but it won't save! Next time you load the file the action will be gone. Looks like boolean instance variables have a problem with saving when called into text objects.