You could multiply the desired movement/rotation amount by GetFrameTime()
For example, assuming a virtual resolution of 100x100, and you want a sprite to move at 10% across the screen per second, you'd do something like this:
Rate# = GetFrameTime()
SpriteX# = SpriteX# + ( 10.0 * Rate# )
This *should* result in all movements/rotations occurring at approximately the same speed. This will only cause an issue if the frame rates are extremely low, or extremely high. (Low enough to be jerky, or high enough to run out of decimal precision)
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