I made this game yesterday and I thought it's good enough to be shared
It's inspired by this game.
The goal here is to defeat the other player by destroying his copter or pushing him off the screen.
You also have a "wind ability" that you can use once per game which stops your movement and push the other player away.
Controls:
Player 1 - Arrows to move, right control key to use your wind ability.
Player 2 - ESDF to move, left control key to use your wind ability. (I didn't used WQSD because of azerty/qwerty keyboards) F5 to restart the game. You may also use joysticks.
I'd like to do it, but synchronizing physics seems a bit hard to me ...
It should be doable if you keep a fixed logic timestep (say e.g. 30fps); then the only thing you need to send across the network are the other player's inputs. This way each instance of the game should run identically to the other one.
This is excellent! Best love game i've seen so far i think.
For network play, I think it will be very difficult to get the simulations to run identical, but if possible you could every now and then transfer all the objects information (position, speed, acceleration etc.) to the client (if that's even possible in love) or you could simply try and send only player input to the server, and the object positions back to the client. But that would probably only work for very low lag situations.
Indeed, network support sounds good. And I want to help you implementing it, as I am working on a networking lib
(see http://love2d.org/forum/viewtopic.php?f=5&t=230).
And implementing network support in your game using my lib, would help both projects.