Well I was somewhat wrong and somewhat right. Yes the downward motion is to be expected if you do it like that (like I said), but it's also what you want. The downward motion is desirable.
It stems from the fact that once the engine places the first platform, it starts connecting them front-to-back, and since you're always correcting the newest platform (pushing it down), the newer platforms will accumulate the effect.
How do you fix it? By making the platforms go "up" to offset the motion: Like the comments say, the engine is lacking scrolling. You need to add logic to keep the platforms (or the player) centered on the screen, and you cannot rely on the automatic centering provided by Construct 2 because your game is an infinite scroller, not a predefined level.
There are many problems with using "tiles" in the way you're describing:
- The player has a cyan "detector" sprite below him, and it relies on thin, rectangular platforms to work, otherwise it might detect two platforms simultaneously and not know which angle to pick. The thinner the platforms, the less this problem happens.
- With fixed tile platforms, you can only bend the pipes in 90º increments.
- With tile platforms, you can no longer use the platformer behavior to handle player movement, you'll have to come up with custom movement logic.
- setting addY to 24 does not make the platforms align. 34 works better, but makes the tiles overlap. Also this only works for the initial angle, all other angles break. That's because addY depends on the angle, it can't be a fixed value.
- Having isometric tiles make the whole connecting logic collapse, since when the engine tries to figure out where to attach the new platforms to the old ones, the maths give it the wrong answer, and things look jumbled.
This is not to say that isometric tiles are impossible, it's just that they're very very hard to work with this engine, which is designed to support a platformer.
If you do want to stick with tiles, I can help you a bit, but it involves starting over from scratch.