Ok here's the platform movement I came up with using the custom movement behavior. I managed to bring the problems I was having earlier to a minimum, but now I have some new questions.
Problem 1 is the player will occasionally land a pixel or 2 inside of the platform. I "fixed" it by using the "push out" action, but I'd like it to not go inside the platform at all. I know, I know, it's hardly even noticeable, but it's a still a bug, and it needs to go. *It's easier to see while moving, as the player will stop for just a second when it lands too far into a platform.
Also, you will see in event 2 that I round the player's x and y positions every tick. I did this because it results in smoother movements and scrolling, and is essential with such a small resolution. Problem is, now the player won't move at all when I use unlimited framerate mode. I'm not sure if this will be a problem for those with higher refresh rates, as I'll be using V-sync mode, so I thought I'd ask you guys about it.
Finally, take a look at the action in event 14. When entering a value for "Add to vertical speed" it says at the top that the value is in pixels per second, so I wouldn't need to add time delta to it right? Well, switch to unlimited framerate mode and note that jumping no longer works. If you change the 10 to something like 500*timedelta, then jumping works, but now landing is broken. What's up with that? It's as if the value for this action is NOT in pixels per second, as it states.
Anyhow, you can download the .cap HERE
Thanks for any help.