Movement is acting a bit odd

Hello! I haven’t used this forum that much besides browsing, but I find myself in a bit of a spot here. In a game I’m working on, the character moves around according to “Speed * game.delta”, which is what it’s supposed to be. The problem (and this is mostly a preference thing) is that when my character moves either up or left, he goes slightly faster than right or down, but it might just be appearances. I was just hoping that someone might be able to help me out here.

Github to Code: https://github.com/RyanMB97/Acreage
Classes that might be at fault:
Tiles themselves (DirtTile, GrassTile, StoneTile, etc) in respective classes
Player movement (Player class)
How the level is drawn/updated (Level class)
My own coding style?

Code Itself:
From the “Player” class

public void tick(Game game) {
		this.game = game;
		bounding.setBounds(x, y, width, height);
		speed = 2 * game.delta;

		worldEdgeCollision();

		movement();
	}

	private void movement() {

		if (game.input.left.down && canLeft) {
			game.xOffset -= speed;
			directionFacing = 2;
			System.out.println(speed);
		}
		if (game.input.right.down && canRight) {
			game.xOffset += speed;
			directionFacing = 3;
			System.out.println(speed);
		}
		if (game.input.up.down && canUp) {
			game.yOffset -= speed;
			directionFacing = 1;
			System.out.println(speed);
		}
		if (game.input.down.down && canDown) {
			game.yOffset += speed;
			directionFacing = 0;
			System.out.println(speed);
		}
	}

How I Render Tiles in “Level” class

public void renderLevel(Graphics g) {
		// Tile loops
		for (int y = 0; y < game.worldHeight; y++) {
			for (int x = 0; x < game.worldWidth; x++) {
				if (tileArray[x][y].x >= game.player.x - (game.getWidth() / 2) - 32 && tileArray[x][y].x <= game.player.x + (game.getWidth() / 2) + 32 & tileArray[x][y].y >= game.player.y - (game.getHeight() / 2) - 32 && tileArray[x][y].y <= game.player.y + (game.getHeight() / 2) + 32) {
					tileArray[x][y].render(g);
				}
			}
		} // End loops
	} // End render

The rendering method itself is a bit odd, since I tossed it together on the spot. In brief explanation, it doesn’t render tiles that are off of the viewable screen, plus 1 more for more seamless viewing while moving.

An example of a tile being drawn, “DirtTile” class

public void tick(Game game) {
		this.game = game;

		x = oX - game.xOffset; // Current x after movement, Offset, etc
		y = oY - game.yOffset; // Current y after movement, Offset, etc
		bounding = new Rectangle(x, y, size, size);
		bounding.setBounds(x, y, size, size);
	}

	public void render(Graphics g) {
		g.drawImage(game.res.tiles[tileID], x, y, game);

		if (game.showGrid) { // If the player wants to draw grids
			g.setColor(Color.WHITE); // White color
			g.drawRect(x, y, size - 1, size - 1); // Draw a border around tile
		}

		if (showBorders) { // If it is allowed to show borders
			g.setColor(Color.BLACK); // White color
			g.drawRect(x, y, size - 1, size - 1); // Draw a border around image
		}
	}

Sorry if the thread is a bit long, but this is really bothering me. Also, any advice or information to anything not of this topic is much appreciated. Thanks in advance for any and all responses!

Since your calling

System.out.println(speed);

how does the speed compare when holding down each key?

Sorry for the later response, just got home from a trip. Anyways, They don’t vary by that much. It might just be a graphical component or just myself. Here are some read-outs:

2.000003600087018 Up
2.000027040088614 Up
2.0000108401326906 Right
2.0000342801343614 Right
2.000021600135952 Right
2.0000198801734625 Down
2.0000072001750118 Down
2.0000306401766097 Down
2.000009040234559 Left
2.0000324802362086 Left

This is using the speed * delta stuff, hence the variety. It’s not super-important, so I’m not stressing. But I’d prefer to get this out of the way, and I have no idea how to go about doing so. Again, thanks in advance.

From that it looks like everything should be going evenly. Would you mind sending me a link to the .jar to try it out?