I've done this with
Snowball and
My Two Bits, among other things that haven't been publically released. My platformer code utilizes the Vege's obstructions and zones.
The floor collision detection in Snowball got a bit glitchy once introducing those pushable, ridable, gravity adhering platforms. And Snowball uses a customized Verge engine, unfortunately. So some of the functions and variables used don't exist, or have other names in the official build. But the
general idea is there, and I've since updated Snowball to use an official engine (so I should really, really should rerelease).
My Two Bits was made before there was any way of getting a zone's script, so I had to get the zone's index using GetZone() and then CallFunction("Zone" + str(zone)); for each on-map event.
Oh yeah, and another source to glance over maybe could be
4Four, by Zaratustra, although it's a Verge2 game, and thus different in some ways (for example, pixel obstructions didn't exist natively, so an invisible map layer was read from instead, and basically all drawing routines differ from Verge3), It was a good resource when I made my first platform thing for fun.
So, play these, and then look over their source code. Some things are sort of scary, like how I maintain consistant timing for the various platforms, or how I cheaply work around stupid things like falling while walking downhill. Yeah, and 4Four's code is kind of ugly and not very well spaced, but considering it was made in 48 hours, and is basically a game with an ending, it's awesome. ;_;