So I've attempted to apply the low gravity by doing the following:
Set platform vector Y to { self.Y + (5*(dt)) }
Which slows down the drop movement. However, it also alters the jump function (basically can't jump). It could most likely be the way I wrote out the expression, but seemed close to what the scirra.com/tutorials/67/delta-time-and-framerate-independence indicated.
Also the feel of the drop didn't seem very low-gravity. So I tried decreasing the value to 2-3 without a noticeable difference.
I also tried applying it to | set Y to { self.Y + (5*(dt)) }
And that just makes the player object jump up and down at a fast rate so I don't think it's the correct action.
Framerate Independent
Sounds like the way to go. Will save me much hassle in the long-run. Although I am having difficulty figuring out how to actually make the switch to dt in the default physics.
[quote:1xaovkma]You can enable use of dt by using the Set Stepping Mode physics action on start of layout, and choose Framerate independent
Down Ward
Dude I'm way ahead of you. On my fourth attempt, can't get passed that curved angle flight on the right of the level after the tutorial. I've seen you do it on the gameplay video though, so I know it's possible .
The music, sound and the gameplay are great. I think it's what keeps me coming back, even though I keep getting stuck at the same point.