
While the object moves, the rotate is still in effect and effectively offsets the object to where it's no longer heading in the right direction.IOS, Android, Windows Phone, Microsoft Windows, macOS To paint a clearer picture, if you have an object rotating around a target and you use the "use target" option in the move trigger to move the object towards the target, the object will miss the target. This stacking is actually incredibly useful for the most part, but this is one time where it's a hindrance. The reason move and rotate triggers don't work well together is because all their movements stack on top of one another. Just look at Jezor's Most Tedious Effects In GD video to see the hundreds of triggers used for an effect using the two types of triggers. If you've ever tried to use move triggers with rotate triggers, you know it can be a nightmare. There is just so much potential for it, but I'll cover just one improvement. So the HSV trigger would save you trying to work around that hard limitation with a million triggers. The pulse trigger doesn't override those, and in fact, once you set them in the editor, they cannot be changed during runtime. One to set the opacity, and then another to fade it back. Plus, to recreate an opacity pulse with either the color or alpha triggers, you need to use two of them. You can affect opacity with the color and alpha triggers, but seeing as the pulse trigger is the most used out of the three, it really needs this option. The pulse trigger should have a slider to set the opacity with.

Geometry Dash's pulse trigger could use some work too. This upgraded spawn trigger takes what could be a theoretically infinite number of triggers down to only one! Below is one idea of how the spawn trigger interface might look.

Add a simple loop button and your loop is ready! For bonus points, RobTop could add a value for how many times you want to loop so you don't have to introduce all the pickup and count triggers, and the item ID system. If the trigger could call multiple groups and set the delays for each one, it'd essentially function as multiple spawn triggers. The obvious fix for this would be to have the spawn trigger call multiple groups.
