Alternatively to using the physics behavior you can do some event based physics. Gives endless things you can tweak to give better results at times.
You can find more info about this method online by looking up "verlet rope physics".
Anyways, this roughly follows that with additional tweaks.
The collision detection was probably the most math. I kind of liked the effect of the chain pulling the player, but you can tweak the mass in event 2 to make the player less or more affected.
https://www.dropbox.com/s/p9fdgbpk59dvc4h/verlet_4.capx?dl=1
Wow this is amazing! I was playing with the variables turning off the
-> p: Add Self.fixed?0:500×mdt to vy
to try and simulate the ball and chain effect in a space.
I was wondering how do I modify it such that the links stop moving after a while like if there was friction/air resistance. I was playing around with the mass variable but noticed it also affected the sprite's movement speed
drive.google.com/file/d/18q95c7g0DQxPitB7UBrzSil9aNhUZ7Dt/view