combining physics and other movement behaviours at the same time will almost always cause messiness because the two behaviours will be clashing as to where to position the object each tick
you could delete platform behaviour and attempt to recreate the same movement with the physics actions.. this is difficult to fine tune and would require collision detection for being able to jump off the ground etc
or, you could delete the physics behaviour from the platformer, and instead have an invisible physics object the same size that follows the player, purely for colliding with other physics objects. This is good if you want to keep the traditional platformer style movement, the downside is that the player doesn't move when getting hit by other objects.. although that might be preferred.
I had to try method 2 if it worked okay:
[r164] https://dl.dropboxusercontent.com/u/533 ... mphys.capx