If you use a higher value for the gravity, it will fall back sooner.
And, again, use floating point values as the parameters.
The way you are using GetRawKeyState implies that as long as the key is held down, a new impulse will be imparted to the sprite each sync cycle.
If you want it to jump when a key is pressed (but not held down), use GetRawKeyPressed(<keyvalue>

. This will return 1 if the key was pressed and released.
When you call SetSpritePhysicsImpulse, it pretty much changes the direction immediately. So, there is no need to override the previous call.
If you want the sprite to actually stop when the left/right buttons are released, use "agk::SetSpritePhysicsVelocity(<spriteid>,0.0,0.0);". This will instantly stop the sprite.
Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master