About DeltaF1 (twitter: @StarHopperGames)


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A game mechanic, but not much else

Posted by (twitter: @StarHopperGames)
Monday, April 18th, 2016 7:59 pm

I had high hopes for this Ludum Dare, but, as with many in the past, I failed to produce anything completed. I think I’m going to start participating in the excellent One Game a Month challenge again to prepare for next time :)


What I did produce was a stealth-em-up concept, based on possessing the bodies of your enemies to reduce suspicion.

The possession mechanic in action

The possession mechanic in action

Enemy following AI

Basic enemy AI

FOV and raycasting

Grid based raycasting

Putting it all together

Putting it all together


It’s been fun, I’ll probably post the latest build just as a proof of concept, but there’s no gameplay to it yet.


bonus gif of cute excited rectangles

bonus gif of cute excited rectangles

Tentatively in

Posted by (twitter: @StarHopperGames)
Wednesday, August 19th, 2015 6:55 pm

Busy this weekend, will try and make a little 3 hour game or something, depending on the theme.

Engine: LOVE2D

Editor: Notepad++

Sound: Bfxr?

I’ll probably be reusing a couple of my lua libraries, located at github.com/deltaf1/love-libraries. These are libraries for things such as 2D vctor manipulation and basic gamestate switching. Not sure If I’m entering in Compo or jam, but that’s my basecode declared if I enter the compo.

Animations, Bad Guys, Levels, Oh my!

Posted by (twitter: @StarHopperGames)
Sunday, April 19th, 2015 6:04 pm

A snazzy voxel torch animation:


The main enemy (with a walking animation)


And a bunch of progress on the level by FileCorrupted (We’re having baking issues, so no screenshots to show as of yet)

Some more Voxel Art Progress

Posted by (twitter: @StarHopperGames)
Sunday, April 19th, 2015 11:20 am

I’ve been refining systems and making more voxel art. I’ll probably reuse some of this stuff, as it fits into a nice fantasy theme (duct tape and rubber band aside :P)

MagicaVoxel_win 2015-04-19 12-17-03-111 MagicaVoxel_win 2015-04-19 12-17-15-052 MagicaVoxel_win 2015-04-19 12-17-19-439 MagicaVoxel_win 2015-04-19 12-17-24-998 MagicaVoxel_win 2015-04-19 12-17-33-596 MagicaVoxel_win 2015-04-19 12-17-41-918 MagicaVoxel_win 2015-04-19 12-17-46-264 MagicaVoxel_win 2015-04-19 12-17-50-767

(The blaring red pixel is the magicavoxel cursor, sorry)

End-of-day progress

Posted by (twitter: @StarHopperGames)
Saturday, April 18th, 2015 9:38 pm

As we head into the evening, I’d like to make a post detailing what we have done so far.

1) A kick-ass attachment system, written by my consiprator FileCorrupted

2)Some awesome voxel assets

3)A whole lot of work to do

To mangle the words of the immortal Cecil,

Good night, Ludum Dare, good night…


Posted by (twitter: @StarHopperGames)
Saturday, April 18th, 2015 2:24 pm

The connection system is working!!! The Duct tape attaches to a node on the base weapon, and has a node of its own to connect other objects to.

(gif animation)


This gif demonstrates how the blood system works. Once a cube has come to rest, it loses its RigidBody (physics) and then attaches to the object underneath it. This leads to a “crusting” effect on surfaces.


(gif too large to upload here)

Some art progress, running into issues with Git

Posted by (twitter: @StarHopperGames)
Saturday, April 18th, 2015 1:04 pm


Our interpretation of “an unconventional weapon” is a weapon built out of non-weapon components. We are making a sort of Katamari Damacey, but instead of rolling around making a ball you collect items that tack onto your weapon and make it more powerful and interesting.

This is my second time jamming in a team, and so I am unused to working with source control. We’re running into problems with Unity and Git, but we’re pushing through.

On the plus side, I’ve made some voxel art for our weapon assets.

Duct Tape (inspired by Unturned’s duct tape :P)


A wooden plank:


A handgun (probably not useful for this time, but I’ll reuse it for something)



And a rubber band:


My partner in crime, FileCorrupted, has been working on an attachment system, which is going quite well, Git-glitches aside.


And I made a blood splatter system, to be used once the weapons work XD


We’re In!

Posted by (twitter: @StarHopperGames)
Wednesday, April 15th, 2015 8:14 pm

This is my 3rd LD proper, and I’m excited to announce that I will be working in a team for this one.

FileCorrupted and I will be making a game for the Jam using

  • Unity 5
  • MonoEdit/Sublime Text
  • GIMP
  • Something for audio, not sure what yet

I’m excited to see what the theme will be, it looks like the Slaughter filtered out most of the bad ones.

Game on!

All Done For Now

Posted by (twitter: @StarHopperGames)
Sunday, February 1st, 2015 7:34 pm

Well, this went better than last Ludum Dare, but still not as done as I would have liked. My game tihngy is here:


It’s just a mechanic at the moment, but I may run with it in the future. Good luck to everyone else Daring!

MiniLD: Some progress, running into issues :/

Posted by (twitter: @StarHopperGames)
Saturday, January 31st, 2015 5:41 pm

I’m working on this LD with the theme of Film Noir, and the limitation of Reduced Colour Palette. I have a nice menu screen set up, with parallax scrolling, and I’m currently working on NPCs. I don’t have a definite story at the moment, but I have a mechanic that I like. The basic idea is that you’re a cop or detective in a small section of a city, looking to dish out some justice. There are NPCs milling about on the sidewalks constantly, and any time a gun is fired, or a victim screams, all the NPCs in the area get thought bubbles above their heads, with pictograms showing the type and direction of the crime. I have the pictograms mainly working now, but I’m having issues with my coordinate system because I’m using a parallax camera.


Included are some GIFs

The Menu (GIF compression messed up the light beams)


And the Pictogram system. I will center those arrows, if it’s the last thing I do XD



Posted by (twitter: @StarHopperGames)
Monday, December 8th, 2014 4:32 pm

I didn’t fnish :/


I have a horrible tech demo at:



One of these days I will conquer you Ludum Dare…


Good job to everyone who did finish, there have been some amazing submissions. Good luck on the last 2 and a half hours for all the jammers!

Progress! Finally!

Posted by (twitter: @StarHopperGames)
Saturday, December 6th, 2014 12:28 pm

I have progress on my core mechanic. I’m sure it’s been done before, but I think it’s a really nice way of interpreting the theme. Take a look at the gif attached. Now to actually build a game around this…



No Snowman?

Posted by (twitter: @StarHopperGames)
Friday, December 5th, 2014 8:23 pm

I was not expecting this theme to win, but I’m glad that the snowman didn’t. I’ve got a few ideas, but nothing big so far. Also I need sleep. I’ll sketch out some ideas, then I’ll get to work in the morning. Happy Ludum-ing!

I’m… half-heartedly in

Posted by (twitter: @StarHopperGames)
Monday, December 1st, 2014 3:34 pm

For the third LD in a row, I’m double-booked for the weekend, and I don’t want to go through the stress of juggling life and LD again. Better luck next time I suppose…


If I manage to squeeze any time in, I will be using

Engine – Love2d

Graphics – GIMP

IDE – Notepad++

Sound – SFXR

Good luck to all the participants!

Post-Jam Reflection

Posted by (twitter: @StarHopperGames)
Monday, August 25th, 2014 8:09 pm

Well, there it is! My first completed Ludum Dare!

I’ve had some feedback on my game so far, but I don’t expect it to go very far. I had very little time, and so the level design was sparse and last minute.


Things I accomplished

  • Learned how to use LOVE 2D
  • Learned a lot about tile-based games and collision detection
  • Implemented my core mechanic successfully
  • Made some tile-art


Things to work on for next time

  • Don’t start a jam when you know life is going to get in the way
  • Learn your engine better beforehand
  • Post updates more often

Well, thanks to everyone here at the 3oth Ludum Dare, and have fun in the weeks of playing and rating ahead!


-DeltaF1, StarHopper Studios



Posted by (twitter: @StarHopperGames)
Monday, August 25th, 2014 6:09 pm


I’m done, I added sound effects and a splashscreen (seen above)

Linux and Mac builds will be coming soon.

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