Definitely learn trigonometry if you don't know it for this kind of coding... Thought about something similar myself a while ago. Can't you just place the actors in the scene then give them a stick joint so that when one turns the other will stay at relative position?

Anyway, I'll puzzle this out in a moment, general code should be useful for anyone requiring it... for now, I'm trying to decide whether to just go straight to angles and trig or whether vectors would work, 'cept I forgot a lot of vector math >.>

Here's the basics: Figure out the angle between your main actor and your following actor (draw your main actor on a piece of paper, then draw the other actor... now draw a line straight out horizontally from the main actor until its above the lower one, then draw straight down, and then connect the start and end lines so you get a triangle...)... Anyway, for 50 left 25 down, your angle is ATAN(-25/-50), which means Arc Tangent of 25/50 (getting the angle in the triangle from the short sides)... Anyway, there's a block in trig that says "sin []", use that and switch sin to atan, then put in your -25/-50, and set that to an angle attribute... do that just when created. There's some problems with using straight up trig and corrections I won't get into now, but it'll be later on in the post...

Aaaanyway, you now have an angle that your follower object should be at relative to your main object... Next we get the hypotenuse of the triangle, which tells us the overall distance between the objects. Just use the square root math, and do: sqrt[[50*50]+[25*25]] as your hypotenuse

Here's the code in code blocks, not actual code... Hope its clear enough for now

Creation:

Angle1=as degrees [[Pi]+[ATan[-25/-50]]

Hypotenuse=sqrt[[50*50]+[25*25]]

Always:

Set X of Self to [x of MainObject] + [Hypotenuse]x[sin[As Radians[[Angle1+DirectionOfMainObject]]]

Set Y of Self to [y of MainObject] + [Hypotenuse]x[cos[As Radians[Angle1+DirectionOfMainObject]]]

And I think that should work. Going to go test it now...

Aaaanyway, tested and it works. Will post screenie of some code shortly.

Last edit: Here's my sample code. Player is the object its following, Spike is an actor attribute, Angle and Hypotenuse are number attributes. As Radians is in the Trig subsection of Math, and the block normally reads "as degrees".

The math part took all of 5~10 minutes to figure out, which is probably b/c I haven't touched trig in 6 months... Really, stuff like this is easy if you get the relevant education; I suggest physics if you really want to know how to do relative motions and other things, since it does a lot more visual and applicable stuff and you get a lot of math that you need for it anyway.