To those who read my last post, my apologies to how confusing it was...
I had trouble preventing my player from falling through the platform.
What I discovered was that, it had nothing to do with Variable Jumps and Platforms being combined; turns out, "mentioned from the very instructions" having the Detector constantly being placed under the player on every "On Loop" event is had more of a point than I thought. I believed, I can just have a single event related to the placement of the Detector, and place the event to the very bottom of all events, but that didn't help the interaction between the detector and the platform.
Now that's over and done with, and the game's working fine.
How the player interacts with the Horizontal Moving Platform from the example DavidN gave as an attachment on this post...
works great! What do I want to know is a couple of things.....
Is it possible to have the same instructions work with vertical movement?
I also gave qualifiers to the moving platforms, and I want to figure out a way to use qualifiers to have the player interact well with the most dynamic platforms.
Speaking of qualifiers, I've noticed qualifiers also have alterable values. But how do they work exactly?
Does "Alterable Value A" of a Group gives the same value to all objects in that group, or is it something different entirely?
P.S- From the last post, there were a few more concerns other than the variable jumps....
1. Can you apply values to Backdrops?
2. I've noticed an uncanny effect seen in the DavidN's file of the moving conveyer movement. When the player moves against the conveyer and collides with the backdrop, it does one of two things:
Player constantly bounces away from the Backdrop when player moves against conveyer.
Player gets stuck to the backdrop when it collides to it this way, but the player can easily break free by a simple jump.