UPDATE
Got the basic up with two characters, player 1 is controllable through my PC and player two is controllable by my phone. I did a set up where if not on mobile, it goes directly to the server and creates a room, making player one the host. If in mobile, it sends you to layout where it connects a few seconds later into the same room and just displays the control buttons which sends on/off type input to client values. The host game receives that and simulates controls for the 2nd player.
Is this efficient? could i do this easier and/or better with some sort of syncing and direct movement rather than client values?
An issue that seems to be forming here is responsiveness. Keyboard and mobile will never play/react the same so this might add some sort of unfairness into the game...not sure how to set it up as best as possible for the keyboard and mobile to react as close as possible. Mobile screen with buttons is bigger than keyboard arrows, touch sensitivity is different than keypressing, keyboard data goes directly to the game while mobile data is going through wifi. This factors combined with screen size and playing style will most probably make the game feel different for players. So i might need a solution for this. Maybe ditching keyboard, everyone needs a mobile phone...but then why make it a PC game? Mimicking the desired response in the not equally responsive method is another idea. Or just keep optimizing the multiplayer inputs to get it there.
I need to know how the client inputs and LAN affects the incoming data. The whole precision, 2 byt/4 byt, linear, thing has me confused and i suspect it could help me out greatly to get it working fluently. If anyone cares to explain, it would be HIGHLY appreciated.
I need to add 2 extra players as well, that will probably stir things up for sure, need to sync extra mobile phones and make it so that controllers connect to the correct LAN game/room.
Still would love some advice, guys!!