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Entry 2018: Princess Lydie

competition homebrew rom

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#1 mmarrero OFFLINE  


    Star Raider

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Posted Wed Feb 28, 2018 4:38 AM

Entry 2018: Princess Lydie
Hello all! This is my entry for the 2018 competition, Princess Lydie. Source code included.
You play as Lydie, and the objective is stomping/kicking enemies, then kick them out of the screen. There's a bonus of few extra seconds, chain/combo gains additional seconds.
You'll only lose a life when running out of time (unlike the previous release).
Move Lydie with the gamepad (can be also held sideways). Any button to jump, and while jumping, again for a flying kick. Tip: Lydie can move a bit while falling (not when kicking), and can even float the opposite direction if you switch directions as soon as she starts to fall. Lydie won't always bump her head on corners when jumping diagonally, and on low floors she can just jump up.
To-do list:
Technical information:
Enjoy! Feel free to comment about gameplay.
- Marco

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#2 Rev OFFLINE  


    A.K.A. Revolutionika

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Posted Wed Feb 28, 2018 9:59 AM

looks pretty cool.

#3 intvsteve OFFLINE  


    River Patroller

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Posted Wed Feb 28, 2018 6:31 PM

@mmarrero: Glad to see using the CFGVAR for metadata. :D

#4 intvsteve OFFLINE  


    River Patroller

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Posted Fri Mar 2, 2018 8:50 AM

Gentle Reminder:

  Please include instructions for how to build your project.




  • 10,468 posts
  • Triple-Stripe Mo' Bro
  • Location:NC, USA

Posted Sat Mar 3, 2018 3:52 PM

Hi, mmarrero,


Very cool entry so far!  I like it very much.  I played it a bit and I have some feedback, I hope you don't mind.

  • Some of the characters in your custom font set are very hard to read.
  • In the menu screen, it is hard to tell which music option is selected ("on" or "off").  I played a few times without sound because I thought I was turning it "on."  Much later I noticed the little note symbol in the corner, but it is easy to miss.
  • The menu layout is a little strange:  I would expect that the two "Start" options would be together.  Also, there are two blank options (?), and returning to the "Title Screen" is in the middle.  Perhaps this is just for debugging?
  • Hitting "Clear" on the keypad in the menu alternates the colour of the bottom line (from pink to tan, and back again).
  • The collision detection on the edges of the platforms seems to be too "loose."
  • The jumping mechanic is a bit strange:  If I try to move+jump from rest, sometimes it doesn't work, as if it missed the move.  It forces me to move a few steps first, which with the inertia, it takes a bit too long, giving the enemies time to kill me.
  • Since jumping is such an integral part of these sort of games, perhaps you should allow moving left/right while jumping, even if it was a vertical jump.
  • I don't understand what is the "flying kick."  I hear a chirp when I press the button twice, but I can't tell what it does.  It doesn't seem to do anything differently.
  • When you jump diagonally , your head can go through quite a bit of a platform on top if it hits it on one of the sides; but when you jump from underneath, your jump is arrested very early.  This seems strange and non-intuitive.
  • The weird jumping can get a bit frustrating because it is hard to precisely control what you want to do.  (It's the sort of strange jumping mechanic used in early games before designers figured out how to ascertain user intent and to make user input more precise.)
  • The countdown time seems a bit too short to complete a level.
  • When I run out of time, or finish a level, sometimes the girl doesn't necessarily start at a solid position; it's as if it tries to place her at the top, but on the same column she was on the previous screen.  This means that a level may start and the girl immediately starts falling down.
  • Running out of time lands me in a new level.  It says "Round 2" or "Round 3" but it looks like a completely different level.  Is this correct?
  • I don't understand the sound test:  Pressing any button or key, advances the sound effect number.  Leaving a key pressed, advances it continuously.  Anything above 12 seems to be just a default sound.  I can't seem to be able to replay any of them.

Overall, a very good concept and solid execution.  The game didn't crash or show any signs of critical bugs (other than the quirks I mentioned above, but those seem to be by design).  Great job!



#6 mmarrero OFFLINE  


    Star Raider

  • Topic Starter
  • 58 posts

Posted Mon Mar 5, 2018 7:55 PM

Hi Dz-Jay,  thanks for the usual (and extensive!) feedback.
  • Music on/off: Agreed. I only noticed recently when I was re-testing.
  • Menus: I had to delete a few (no asm), might return later. "Clear" not bug, moves to the 1st + clear digit entered. "Insane" is semi-hidden option.
  • Font: It was worse before, and it's neater than my handwriting, so let me know which letters. Some are hacks:  7N=M, VV=W, 4=Y, 9=G, etc.
  • Loose diagonals/jump up: I only test #backtab each 8th Y coordinate. I'll try 4th and see if it doesn't eat too much CPU.
  • Flying kick: It's slightly faster, ian catch-up falling enemies. Any faster was buggy, it might work now with other bugfixes so i'll re-check.
  • Front jump: I can try. If works, maybe both jump styles, assigned to different buttons?
  • Countdown: Intentionally short to encourage "chain combos" (extra bonus second) and playing aggressively. Secs + bonus : 2+0, 2+1, 2+2, 2+etc.
  • Continuing: Yes, it's a bug. As far as I know, it's a recent bugs I prefer to know why than just fixing it.
  • Running out of time + new level: Yup. I could eliminate it if I add password/save functionality. Helps with 2 tricky levels, especially 
  • Sound test: It was quickly added to test "chain kill" sounds (they barely differ). On the emulator it works. Any control B0 or B2 replays, B1 exits.




  • 10,468 posts
  • Triple-Stripe Mo' Bro
  • Location:NC, USA

Posted Tue Mar 6, 2018 4:43 AM

I look forward to your next revision.  Here's the list of the letters I find hard to read:

  • D - hard to read
  • G - hard to read, looks like an "O"
  • H - very hard to read
  • T - looks like a "Z"
  • L - vertical trace too short, looksl ike a "2"
  • M - needs more finesse on the top-left stroke, looks like a "T" with something next to it.
  • Number 1 - perhaps should have a right-side serif at the top ("1" usually has a serif going to the left on top)


Some of these look fine in isolation, but look crooked or strange when put in context with others.  For example, the word "Copyright" on the title screen is very hard to read.  It looks to me at first glance as "copyrionx."  In that word, you can see that the letter "i" is very slanted, more so than the rest.


It looks like the font set may need some manual tweaking to make them look more cohesive.


I know this is hard due to the resolution.  It still beats the original ROM font!! :)



#8 fsuinnc OFFLINE  



  • 473 posts
  • Location:Chapel Hill NC.

Posted Fri Mar 9, 2018 10:54 AM

this looks awesome.  it has a nice Mario Brothers look to it.  I can't wait to play it.

#9 artrag OFFLINE  



  • 910 posts

Posted Fri Mar 9, 2018 12:09 PM

It reminds bubble bobble too, very cute graphics and professional coding.

#10 emerson OFFLINE  


    Star Raider

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  • Location:Northeast Ohio

Posted Fri Mar 23, 2018 8:55 PM

This looks like it runs pretty smooth. I like the "old world" font too! What exactly are the enemies?

#11 Steve Jones OFFLINE  

Steve Jones


  • 720 posts
  • Location:Toronto Canada

Posted Sat Apr 28, 2018 5:03 PM

any updates on this?

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