Yeah, i get that, thought u can kinda mix those two ones- platform and physics:P Give it a try!) Or, manually&without physics, you can either add event that simulates gravity(Like every tick => x=x-dx, y=y-dy, depending on movement angle, and some additional conditions or something, may think on this one later), or you make a Slope family, and then if(player overlaps Slope){player.angle=slope.angle, move player at that angle, add some acceleration}. Huh, hard to figure that out without construct around:D i'll try to play with that ideas when i get back home:)
If that'd be still actual:)