I think the short answer is going to be 'Yes'... For my platform game the character is very 'floaty' when jumping. To overcome this, I can set the gravity really high and increase the force (Velocity) when jumping. The problem is that there appears to be a limit to the amount of velocity you can apply. Here is a basic example (requires no media) which illustrates my issue;
SetVirtualResolution(480, 320)
SetSyncRate(60, 0)
SetClearColor(0, 0, 0)
SetPhysicsGravity(0, 1000)
SetPhysicsScale(0.20)
global Ground
global dim Sprite[5]
global SpriteX
global dim Vel[5] as float
global AllDown
Ground = CreateSprite(0)
SetSpriteSize(Ground, 480, 30)
SetSpriteColor(Ground, 0, 255, 0, 255)
SetSpritePosition(Ground, 0, 290)
SetSpritePhysicsOn(Ground, 1)
SetSpritePhysicsRestitution(Ground, 0)
SpriteX = 100
for i=1 TO 5
Sprite[i] = CreateSprite(0)
SetSpriteSize(Sprite[i], 30, 30)
SetSpriteColor(Sprite[i], 255, 0, 0, 255)
SetSpritePosition(Sprite[i], SpriteX, 260)
SetSpritePhysicsOn(Sprite[i], 2)
SetSpritePhysicsMass(Sprite[i], 20)
SetSpritePhysicsRestitution(Sprite[i], 0)
SpriteX = SpriteX + 50
next i
Vel[1] = -300.0
Vel[2] = -500.0
Vel[3] = -800.0
Vel[4] = -1000.0
Vel[5] = -2500.0
do
AllDown = 1
for i=1 TO 5
if GetSpriteCollision(Sprite[i], Ground) = 0
AllDown = 0
endif
next i
if AllDown = 1
for i=1 TO 5
SetSpritePhysicsVelocity(Sprite[i], 0, Vel[i])
next i
endif
Sync()
loop
As you can see, I apply different levels of force, yet the last 3 boxes all reach the same height... Does anyone know a way around this? I have tried messing with Physics Scale and Sprite Mass all to no avail... Reducing the Gravity will of course help, but this also increases the floaty-ness (for want of a better word

) which is what I am trying to avoid.
Thanks!