The Tick system for the server works. Code wise it was relatively simple to implement. Theory-wise i just couldn’t wrap my head around which part of the code had to be timed.
But anyways, I got it situated. The player’s variables are sent only 30 ticks per second instead of as fast as the computer can handle. This way all players move at a similar speed. Also If a computer is lagged the player will skip instead of just locking out and being behind.
Here’s a sample of the code.

Also this week i went through and commented out all of my individual code so that when Jared takes it into the updated code he can find everything easily.
Lastly, for Throwback Saturdays, an image of my Wall of Concept as i was trying to figure out how many ticks should occur to make the the game run smoothly.

And finally as per Jervo’s request here is a zip file of my current code. It is packaged in the raw form instead of on a browser because of flashes death security.
