Hey man.
I'm making an action packed platformer too!
The way I tackle the platformer AI stuff is with hidden sensors. Having an invisible "Jump" sensor near a ledge, for example, and testing if the player is higher than the AI and if the AI is overlapping the sensor, you would make the AI jump.
Take a look at this diagram. (The font changes the position of these lines and stuff, so try to understand XD)
________
______|
Floors and a wall. Now, placing icons into it.
____P___
__eub@__J|
If the (AI) touches J(Jump sensor) whilst P(Player) is higher than , then jump ^.^
Making the AI follow the player, when the AI isn't nearby (to detect "near by" stuff, you could use more sensors, or the "Line of sight" behaviour iirc), should be able to have hidden sensors on each side of where the AI is restricted. Make the AI's direction change when touching the sensors.
Here is another poorly made diagram. the lines are floors, the is the AI
|____eub@_____|
Just place the direction sensors close to the wall or in the walls.
|>___@___<|
Also, on a side note, if the AI IS chasing you, make sure to disable these direction things, otherwise the AI will not behave properly XD
To basically make the AI follow you, compare the players position to the AI's and change its direction.
+If Player.X < AI
+If Player.X > AI
- Set AI direction to RIGHT
I don't know how to make decent "Path finding AI" if the player were to be far away and the AI needed to get to you in a fast route >.<
I'm terrible at explaining things, I'm sorry if this was useless information. Really tired too.