Thx everyone that replied!
So, after trying out about everything everyone posted, here is my feedback:
I would realy love to see an answer to this as well....The only post i found addressing this issue to a certain point is scirra.com/forum/25d-jumping-proof-on-concept-need-help_topic62057.html. But still the player cannot retain his platform behaviour on top of the box...
I tried it, thats surely the closest thing I've seen to what I really want, though the way it is atm isn't really satisfactory. I didn't paste and copy the capx given, I actually tried to adapt to what I had and for some reason/mistake it didn't quite work in the end.
basically moving up and down and jumping is the same thing - sprite moves on Y axis. If you are using 8Direction behavior for movement you can then simply disable it when jump key is pressed. move (or animate) sprite along -Y axis, and when jump is finished enable 8Dir again.
Limitation of this is that you can't move while jumping.
If you wan't to move and jump at the same time do it same way but instead of disabling behavior add an offset for Y position.
I don't have the exact answer, but I was watching a game with similar inspirations being made in XNA. I think I remember them saying that the trick was to map your controls to the shadow on the ground. The art and everything else is attached to the shadow to give the illusion that you are controlling the person.
So you would then animate the character art moving up and down during a jump in relation to the location of the shadow.
I could be way off on this, but that was my understanding.
Its not as simple as just attaching the built in Behaviors, but I'm sure it can be done.
Both are very similar solutions, what I tried to do was creating a shadow with 8 Direct behavior behavior, an Art with Platform and Pin behaviors and a edge(plataform) with Solid and Jump-Through behaviors. So what I got on my events is:
Sys - start layout > art pin to shadow
> shadow opacity 50
keyboard - jump pressed > art platform enable
> art unpin
> art platform vector Y -750
> edge solid disabled
> shadow opacity 0
art - on landed > art platform disable
> shadow X to art X
> shadow Y to art Y
> art pin to shadow
> shadow opacity 50
This way the jump thing worked perfectly, with no movement restrictions. However when I land I can go back down by simple walking past the plataform and if I disable the 8 Direct I simple get stuck. I tried creating another plataform under the first that would get solid once the art landed. That solved the free movement problem but then I couldn't jump back down.
best to do like all other platformers, have a controlobject (square) to which the charactersprite is bound + also bound the shadow to controlobject, then some (pseudo)code
is jumping > set shadow.x to object (so shadow moves in direction but not up)
else > set shadow.x and shadow.y to object (always set position shadow to object)
I'm not sure if I got it, but it didn't work for me :(