Yep that was it, or in my case maxFlySpeed*screenSpeedX = newMaxFlySpeed, so this combined with the added screenSpeed solved my sprite movement problems across multiple resolutions. This is my first project so when I tried to search for an answer for this I did not know how to word it or what exactly I was looking for. So I really appreciate your help. Im going to tackle the Timelines next and see if I can get them to be some what close.
Thanks!