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Here is an example I made before that contains custom 4 directions top-down movement with acceleration and deaceleration also a custom made enemy AI it's not pathfinding though: https://1drv.ms/u/s!AjvkUJRvB8aHxUwd4VujOuZ4fDLs?e=lLUJJN
I'm not sure if this could be a useful addition for your project, but perhaps you are interested in one of my unfinished custom sidescroller examples from late 2018 which I made shortly after the release of Deltarune.
I could imagine, it might be useful for your Undertale fangame, since there are some base mechanics of Deltarune included, such as main character movement/followers/animations.
And if that info isn't enough clickteam it self said:
" Clickteam Fusion 2.5 contains since its origin, a set of non-physically driven movements. These movements have become obsolete since the publication of the Box2D-based movements, and we strongly encourage you to use the Box2D movements to create your games.
Please note that the Path movement can prove to be very useful, even in a physically-driven game, to have objects follow a pre-defined path in the world.
By default, any object with a non-physical movement is also created in the world, and its position is forced at each loop. This provides a certain amount of interaction with the other objects, but you must know that this interaction is limited (Box2D does not really like the position and angle of an object to be forced)."
in CTF 2.5/ Help/ The objects/ The common properties/ Movements/ Non-physical