EDIT: Fixed it..
If you've played my game's demo, you've seen my gravity magic engine. I've made some changes to it and they aren't working so well.
Basically i've got a boulder...it starts to accelerate towards the gravity source (good), it shoots past it and decelerates (good), then starts accelerating towards it again (good) at which point the gravity source is destroyed (good)...but the rock continues to accelerate and doesn't slow down (baaad)
objboulder
Alarm0
if speed >=0 && !instance_exists(objgrav) {
speed -=grassaccel/1.3
alarm[0] = 30
}
alarm1
alarm[1] = 1
if (global.forcepresent = false and speed !=0){
speed -=((grav - objboulder.accel)/1.3)/30
}
objgrav
create
alarm[0] = 1 //30 frames per second, start acceleration
alarm[1] = 60//destroy self
global.forcepresent = true
alarm0
objboulder.speed += ((grav - objboulder.grassaccel)/1.3)/30
alarm[0] = 1
movetowardspoint ->objboulder towards objgrav.x, objgrav.y, objboulder.speed
alarm1
global.forcepresent = false
destroy
wtf ZFGC?