Cranktrain Blog

Scarlet Sword - An Update for the New Year

Behind the scenes, plenty of work has been happening on my Flash multiplayer game. Python is being written, graphics are being painted and all sorts of features are coming together. Take a look at things, in motion.

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Posted by None on 04/01/13 at 18:06

Scarlet Sword - Weekly Dev Blog 3

It's time for another weekly update. I've had a very productive week, lots of key game elements implemented. I started off with a whole rewrite of my physics engine, to make it much more flexible. There's a number of client-side changes too, hopefully the first of many. The video shows a little more...

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Posted by Matt on 24/08/12 at 21:07

Scarlet Sword - Weekly Dev Blog 2

Here's my weeks work on my real-time multiplayer Flash game, I've now implemented a flexible entity system. The game plays a bit like the old 2D Zelda games on the SNES, or at least, it will do, I'm not quite at the gameplay stage (beyond movement) yet.

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Posted by Matt on 28/7/2012 at 7:43

Post-mortem of my Flash Game "Stars Aren't Worth This"

a developer post-mortem for a Flash game, what went well, what went less well, and did it turn out any good at all.

If you'd like to play the game before you read, you can find it here.


In December last year I was really quite sick of the Flash Games sponsorship market. If you are unfamiliar with it, it is inherently a risky business, and the process looks very much like this:

flow chart

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Posted by Matt on 4/7/2012 at 13:24

A Multiplayer Flash Prototype

Hey, it's about time to show some progress on another prototype I've been working on. With the success of my Nickelodean sponsored Flash game (400,000 plays now), I thought I might try one more Flash game. This one, provided it is technically feasible, will probably end up getting self-sponsored, sponsors generally aren't keen on games that only support multiplayer. Here's what the client looks like now. I haven't removed any debug stuff, some people like to see that. It looks very messy:

Flash Client

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Posted by Matt on 5/5/2012 at 8:16

Isometric Map Tools

Tools! Everyone loves Tool programming. Except me, perhaps, I'm actually much more interested in making games and tool manufacturing, although being incredibly necessary to many games completion, always feels just one step removed to me. That touch of abstraction bothers me, so I usually just race through, get to the point where I can generate content efficiently, and not care a jot about the unpolished/hacky nature of the tools created.

Here's an isometric map editor that I've been working on for a while, unpolished and hacky! It supports the generation of a collision graph, not just of solid obstacle tiles, but more usefully edges of tiles. Don't know why I've never bothered to add that to my previous grid games, it can really make maps feel bigger.

Isometric Tool 1

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Posted by Matt on 18/2/2012 at 9:43

A Week of Prototyping

I've spent most of this week just playing with ideas for my next game, implementing mechanics and seeing if they're fun to play. I've also been trying to sell that other Flash game of mine, but licensing means I get to be secretive about exciting developments, and I take any opportunity I can to be irritatingly mysterious.

So here's a few things I've been working on:

A Typing Prototype

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Posted by Matt on 7/1/2012 at 8:35

Animated Cranktrain Logo

After finishing my game last week, I've spent most of this week benefiting from work that other people have done. My good friend Josh Hailes put in a good few hours and animated the Cranktrain logo. It's awesome.

At times I just sit down and let it loop. If you're in the need of a game studio ident/intro then definitely give Josh an email, his rates are very indie friendly.

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Posted by Matt on 31/12/2011 at 7:48

'Stars Aren't Worth This' is finished

I finished off Stars Aren't Worth This this week. The game has 40 levels, which sounds quite good, I reckon. The final levels I had to design where the last levels of the game, and I started to feel fairly guilty about the amount of pain I was going to subject my players to.

Then I played Super Meat Boy for the first time.

A Hard Level from Stars Aren't Worth This

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Posted by Matt on 24/12/2011 at 7:43

Miasma Story Music

Hey there. So Miasma Story has been released and is currently getting played between 10 and 15 thousand times a day which is pretty cool. I made the game almost entirely on my own, I did all the programming and the graphics you see in the game, but there is one aspect of the development that I definitely couldn't manage, and that is music. I am not musically talented in really any way, so I'm quite glad that Mathias Kærlev agreed to compose a few tracks for the game. He has uploaded them to his Soundcloud page, and I really think you'd enjoy listening to them.

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Posted by Matt on 21/11/2011 at 8:44

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