I got my gravity working. I can’t successfully counter it with my platform, however.
Here’s my events:
Oh. If the player is not in collision with colission at all (theoretically if it is in collision but not above) then player will fall toward the planetary surface (planet object group) or, down, if you prefer that. That actually would probably work better, because it doesn’t draw player toward any part of the planet, just toward the center, and the distance would have to be unbelievable for it to function realistically.
And if the player jumps (not figured out yet) then they will theoretically be drawn back down somehow.
It looks like you need to stop the object by either setting its Y velocity to 0 or by using the Stop the object action (not ideal if you want to preserve momentum on X). Your opposing force idea would only work if the object was always falling at exactly 10 p/s.
Also, the jumpthru condition doesn’t seem right. I think you want collision.Y() - Renegade.Height(). Another way to do it would be to test if collision.Y() > Renegade.BoundingBoxBottom()