Old School Racer 2

Hey there all you dirt bike fans Old School Racer is back for more with a brand new game.

Gravity Wells, Vehicle Types, Online Play and much more.

Fly Johnny Fly

Meet Johnny the Crash Test Dummy


The Great Lava Dash

Old School Racer Collection

Check out the Old School Racer collection.

About Me

Hi there I'm mattlekim and I am behind all the games you see here. I am the sole programmer of all these games making them in my spare time. Got some feedback on what I can improve? Feel free to contact me or comment in the blog. Hope you enjoy playing these games as much as i enjoy making them.

Email mattlekim [at] riddlersoftgames.co.uk


Development Blog June
July 6, 2016

What can I say? After much hard work both the animation and model editor are completed.

This was a massive undertaking, with 1000s of lines of code added.

What It means is that I can now create and animate the models for in the game, but what’s more other players will also be able to create there own mods. It will be awesome.


I have also started work on the Block Designer. Here you will be able to create your own blocks for the game. Blocks are made up of 16x16x16 micro blocks. You can place the blocks wherever you want. These blocks will also have a collision detector, to automatically make collision zones based of the type of block created. So if a block was designed to be thinner than the normal block size, it’s collision zone would be accurate to the size made.

The game will allow you to create over 25,000 unique blocks. This will make modding easier. You will be able to load on lots of different mods, each with unique blocks, creatures, and buildings. The collision detector will also be used when modding in new blocks.

Another priority is to make modding the game easy and available. Removing any complications from modding will add longevity to the game for everyone, and allow a larger variety of mods to be made.


Full change list below:

  • Added ability to move keyframe
  • Added Ability to copy and past keyframes
  • Added Error checking and feedback to user
  • Added Indexing Of vertexes.
  • Completed Animation Mode
  • Added Texture Mapping to editor
  • Found really hard and annoying bug with UI sub components click detection.
  • Fixed another hard bug with UI system.
  • Finally completed modal editor. (At last)
  • Finally completed Animation Editor (At last)
  • Added Scale ability to modal editor for parts
  • Added move origin to editor
  • Fixed bug in not selected nearest part
  • Added improvements to the lighting.
  • Models now animate in game.
  • Fixed a bug where models would not animating in game.
  • Fixed a bug where models would never stop animating.
  • Fixed a bug where the building design mode would not work, due to changes to camera functions.
  • Fix a bug with UI and child classes.
  • Added more functions to tickbox
  • Started work on the Block Designer

May Update And Blog
May 31, 2016

Hello every one sorry for missing the blog post last month. I have been really busy with my main Job so my time for Craft Empire has been limited.

Since the last post I have spent a long time working on the website for Craft Empire. I have nearly completed the website as well as changed or wrote over one thousand lines of code. You see I upgraded to 32bit block data and created a custom structure so that it would be split into 8bit segments. This change created over 1000 errors within the project all of which needed to be fixed. Changes like this can very easily break your project so the fact that my project still works is awesome. At one point I really thought I was going to have to revert to the old 40bit block system but in the end I got it working. YAY :)

I also made vast changes and improvements to the model editor. Its hard to describe just what is involved in creating an entire model editor complete with animation system. You may ask why go to all the effort when there are so many 3D editors out that for free? Well that is true, tools like blender are very good and efficient but I noticed how much gamers love to mod games. I therefore wanted the player to easily be able to create their own mods and in this case models, that is why I have gone to the effort of creating an in game model editor. Below is a screen shot of the editor.


And here is a sneak peak of the animation editor


The animation editor is just a shell at the moment but soon it will be creating all the animations for the characters in the game. Really looking forward to seeing what mods people will make.

On a side note I discovered that HP laptops have a really annoying feature that means you cannot use the touchpad and keyboard at the same time. What idiot came up with that??? Yeah I know I’m ranting but I spend ages trying to hunt down a bug in my game where holding x (To move along the x Axis) and moving the mouse at the same time was doing nothing. It turned out to be the stupid HP touchpad software. Even stops you from playing any first person games, because as soon as you start moving with the keyboard, the mouse doesn’t work so you can’t walk and look around at the same time.

As always please give me your feedback and follow if your interested in this game, it really helps me to stay motivated when I know that there is interest in what I am doing.

Below is a complete change list:

  • Moved to 32 bit blocks
  • Made over 1000 line changes rewriting block data interface
  • Removed BlockData and BlockIds and replaced with Data
  • Added number input to text boxes
  • Started work on animation system for all models
  • Added proper lighting to Models
  • Rewrote entire model editor
  • Model editor is now simpler to use and will work on touch screens
  • Model editor cannot change the colour of all vertexs
  • Added Pan Function to Editor
  • Created a Indexing Algorism to vertexs. Improved Performance by 83%
  • Worked lots and lots on craft Empire Website. Should be up within the week
  • Installed forum software on website.
  • Setup forms for use when website launches look.
  • Created Facebook and Twitter pages.
  • Fixed lots of bugs.
  • Added Colour Selector for Vertex and model Parts
  • Added both Pull and Push functions for each Vertex Node in Editor
  • Fixed bug with incorrect rotation in model editor.
  • Added Matrixs to each model part and offloaded all vertex calculations to gpu
  • Fixed crash with colour picker wheel
  • Cleaned up old move code.
  • Cleaned up old Vertex Editing Code
  • Removed up modelEditMode Enum and all references.
  • Removed _verts decelerations. Using _OriginalVers now as all transformations are now on GPU and not CPU
  • Removed Polygon Mode in editor as now obsolete.
  • Moved all model movement calculation to GPU
  • Fixed a bug with movement in Model Editor
  • Fixed a bug in editor when vertex cubes where not moving with model
  • Fixed a bug in editor when rendering multiple parts
  • Removed modelSelect variable and changed all selection code
  • Fixed a bug where only first model part would render with correct lighting
  • Added lighting to models when in game mode
  • Created new structure Rotation3. Contains rotational data for all 3 axis
  • Updated Mob to use Rotation3 instead of separate Yaw, Pitch and Roll variables
  • Started work on Instruction Manual for Model Editor

March 2016 Update
April 15, 2016

Hi everyone. Iv been working on the craft empire webpage and a few other things so not had as much time check out the new development blog page to see what’s new.

More Posts

Current Project

Craft Empire (A Minecraft Style RTS)

Currently I am working on a brand new game called Block Empire. Think Minecraft and Sim City with good old RTS controls, all combined into one game and you get the idea of what I'm aiming for.


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