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  Problem with multiplayer and different resolutions  (Read 1519 times)
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Offline Alien94

Senior Newbie

« Posted 2012-11-10 16:22:44 »

I'm working on a multiplayer 2D tiled game. (for android, but also for pc)
I used 3 different tile sizes to support many devices: 32x32 for small resolution, 48x48 for medium and 64x64 for large.

The map is 48x48 tiles.

I setted the player velocity in this way:
32x32: 1.33px     (32px/48px)*2px
48x48: 2px
64x64: 2.66px     (64px/48px)*2px

This is quite perfect but not enough...
What method do you suggest me??
Thank you!!

(i'm using Libgdx)
(if i try playing between two devices with the same resolution, it works PERFECT!)
Offline TheGDeveloper

Junior Devvie

Projects: 1

« Reply #1 - Posted 2012-11-18 19:35:51 »

You have to use a centralized approach. use one normalized system metric for everybody, do every calculations on it and then make the updates this transformations. For example everybody can move 1 unit left then for everybody player.x -= 1; but when you will render the scene then make the necessary transformations. You must always separate the logic of your code from the output that you render even if you have a single player game with only one resolution

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