In case your sprite hits the project boundary, shrink all sprites and make them orbit closer using ((sin of (((timer) + (delay)) * ((12000) / (distance))) * ((distance) / (n*1))), ((sin of (((timer) + (delay)) * ((12000) / (distance))) * ((distance) / (n*2))) and ((sin of (((timer) + (delay)) * ((12000) / (distance))) * ((distance) / (n*-8))). Otherwise use Turbowarp.