I love the motion blur (press + about 20 times on the number pad in case some poeple miss it) and I appreciate how you can resize the sprite and the detectors etc automatically resize, meaning if you decide to change the size of your object later in development you dont need to manually edit the detectors.
However, I've noticed theres a couple of custom platform engines out here on the forums, and if you dont mind me asking...why are people creating them ? I mean is there something in this engine that the normal platform movement cant do ? If thats the case, please suggest it and it might be implimented. Behaviours in construct arn't just something for noobs to use, they are there to aid in the development process, and they are written in machine code so they perform faster. The goal of behaviours is for them to contain no bugs so everyone can easily access a 'perfect' platform movement, etc.
Anyways, here are a few minor issues I found
1 - The engine doesn't appear to handle slopes
2 - The object can only move whole pixels at a time, so you cant walk really slowly (like 1 pixel per 5 ticks)
3 - If you make the fps unlimited, the object flies to the left and right...so the speed of movement is dependant on the frames per secon the game runs. This is no problem if it runs at 60 fps on all computers, but if you use V-sync you might have some issues
I suggest when you add acceleration and velocity, you multiply it by (timedelta * 80)
Otherwise, its a pretty good stable engine with its move per pixel collision system! Not even a 1 pixel wide object can run though a 1 pixel wide wall!