Well the good news is it's working, somewhat more...
Bad news is, I'm an idiot xD;
I've been playing a few games online just recently where you either
chose to be the host and play through that, or the person connecting.
When the host button sent you in-game, I thought this must have worked
the same, I didn't expect it to be as you just mentioned in this last
post, one host, one client, and then the other person connecting to you.
Hence my confusion.
I've now gotten it functioning, both connecting, however it's quite confusing?
However yeah, the 'GameOn' is constantly being sent.
Also the characters wildly move about without me controlling them,
and when I was shooting the enemy on this screen, I watched my own
character get shot completely randomly on the other computer.
Is that just an issue of major lag?
(I've run other games without any lag so this could just be a result
of the 'GameOn' being sent constantly across, maybe that is the root
of that problem).
Players ID's synched up? You mean for the server to identify who is
using which character?
So rounding the characters positions into an int before sending the
update would reduce the lag? Thanks for the advice :).
If you have any more tips/or ideas on why these problems are occurring
I'd really appreciate everything you may be able to mention.
Now understanding that the host acts alone to the 2 clients that should
help understanding more of this as reference while starting another test
based on it.