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IFSCL news

  On this page, you will find the latest news on the IFSCL.
For more information, go to the project page!

Next Version and Inside #4 !
Posted by Immu on 10/08/2015 at 19:44 (7 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami
Hello everyone !
The end of year is slowly coming. Lyokofans are getting chilly all around the world, writing fan fictions to get warmer, and in some corner of southern France, a fan in t-shirt and short, is still working on its little stuff, every night after work, for his big dream...
The fictional interface of code lyoko supercomputer has its last version released in late September, under the number 3.0.1, available on Mac, Linux and Windows. If it's not already done, don't hesitate to test it right now.

Sector 2.0
Meanwhile, the 3.1.3 version of the game is being improved, polished, especially before starting the work on the biggest chunks (other sectors as an example). The best example being the mountain sector, which obtainted height variations on its topology, to make it more organic. Also to be noted the addition of flying paths (for vehicles and flying monsters), something I've hoped to be able to add for a long time, now, thanks to enough work, it's done and working !

More details on the next version

Release date : Between end of december 2015 and february 2016. No need to add that of course, a release for christmas would be better..

Major features recap :

  • battle system (dynamic card size, separated & multiple battle screen...)
screen ifscl

screen ifscl

  • vehicles

screen ifscl

  • aerian paths for flying monsters and overvehicles

screen ifscl

screen ifscl

  • new vmap targeting system

screen ifscl

screen ifscl

 and also...

  • height (Y axis) sector handling (virtualization, camera moves, lyokoguides moves)
  • one new sector : desert



Here's a new IFSCL Inside (making of) video, dedicated on the 3D modeling of the mountain sector !

That's all for now, thanks for watching and reading, and please react on the forum, the facebook page and so on to show your support, thanks :)

You can still get all the detail you might be looking for on the progression log.


Version 3.0.1 & IFSCL Inside #3
Posted by Immu on 09/07/2015 at 19:26 (6 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami

Edit : 3.0.1 is released! Available for Mac, Linux & Windows. Have Fun !

Note : every next version of the IFSCL will need a graphic card with pixel shader 3 compatibility minimum.

Some news first,

IFSCL 3.0.0 has been released a month ago, quickly followed by a quick fix version, IFSCL 3.0.0.c, there's still some crash for users with integrated graphics cards or weak ones, but fixes are on the way with the upcoming IFSCL 3.0.1, also, fully compatible with Mac this time.

You can still get all the detail you might be looking for on the progression log.

Apart from crash fixes, the main additions of 3.0.1 are the new mini cards, the possibility to stack them in the towers, and the long-awaited command list/readme available directly into the game :

3.0.1 additions3.0.1 additions


More concepts,

In the meantime, here's some new concept arts I decided to drop, focusing on the new menus created for 3.0.0, along with notes about future lyokoguides group handling system and mini cards logos design (after 3.0.1...) or even sketches of mountain sector elements.

Concept Art / DesignConcept Art / DesignConcept Art / Design


You can look for more on the gallery

More video,

Here's a new IFSCL Inside (making of) video.

Featuring a few extracts of my work on IFSCL 3.0.0, scanners and superscan, creating assets on flash, animating and exporting in or outside the Unity Engine.


I kept mostly the graphical part of it, since seeing me writing lines of codes might be less fun to watch. ( might see my definite jump from monodevelop to visual studio...)

Have great time, 3.0.1 is coming!

IFSCL 3.0.0 - Trailer !
Posted by Immu on 07/24/2015 at 12:05 (11 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami

IFSCL 3.0.0 Trailer is out !

For the 300 version of the Code Lyoko Supercomputer Fictive Interface trailer, I've tried to reach even more the cinematic feel I'm always looking for. Hope you will enjoy, and hopefully, be surprised!

And if you've missed it, there's also the second IFSCL INSIDE (making of) that has been released a few days ago :


So I hope you've enjoyed them, so far it's the biggest work I've ever done, and the one I'm the most committed about. Don't forget you can still look on the progression log, and ask your questions here.

IFSCLtrailerScreens 3

If is talk of 3.0.0 in terms of a 'reboot' of the game, it's for very good reasons: everything is remade, back from scratch. Of course 3.0.0 won't features as much programs quantity as there was in 2.6.2. but still, you will be able to experience the game on a whole new level, never reached before.

IFSCLtrailerScreens 1

3D tactical map (now called virtual map) is of course of the main addition, but there's also countless others : all the animations have been remade, the new engine (Unity) also includes new possibilities in terms of camera effects (reboot, game over with xana logo...), backgrounds like the one you can see in aelita materialization window are now in real 3D and particles, DNA strands also and lot of details that make all the quality of the game.

IFSCLtrailerScreens 0

There's also a tons of new commands, like virtualization to any coordinates of the Lyokoworld, which can obviously lead to falling in the digital sea ! Now it will only depends on the risks you're willing to take!

What was the last part of the video all about ? I let you think about it for now :p

Release date is announced, August 9 2015, be prepared !

Recap, Shared Files & Release Dates
Posted by Immu on 07/05/2015 at 22:12 (4 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami
The interactive reproduction of the Code Lyoko Supercomputer Fictional Interface (IFSCL) is more than ever in the works and grow by leaps and bounds.
With the new version comes new possibilities, the last news had indicated big changes, so here's the current progress with a big news as we like them !

Previously, in IFSCL 3.0.0 development log...

End of April VS End of June :

To read the complete article, it's here !

Lire la suite...

5th Birthday! Special Future Video
Posted by Immu on 04/13/2015 at 15:46 (3 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami
Today, we celebrate the 5th anniversary of the most well known simulation of the code lyoko supercomputer interface : the IFSCL!
In the last news, you've been informed that some things were still to be validated before giving you this news, and now, here we are, all of the things I wanted to be sure about are okay, so I can give you that video, made with love, for you:

After watching this video, here's a small recap :

As you might have understood, the IFSCL is currently being entirely remade, directly under the Unity3D engine.
If the version 2.6.2 was already a huge gap in terms of technology (it was an emulation of the flash game under the unity engine, kinda like nintendo 64 emulation on pc if you like), but this time, everything is re-coded. Lots of animations & graphism have also been remade and updated to fit in with the new engine.

Obviously, changing so many things can't be without consequences, one weak point, IFSCL missions (campaign mode) won't come back before a while, because they're slowing down IFSCL development too much. (It's like redoing tutorials again and again, not productive at all, and I'm not talking about the translations & the debugging...)

Big features review :

  • Better overall quality - obviously, with a new shiny engine comes new possibilities, in terms of FX, cameras and more...
  • Better performances for average hardware - Of course you still need a good computer and a good graphic card, (the game only grows up in content, hey!) but the use of this hardware by the game is more efficient than ever
  • 3D Tactical Map! Never been closer than before from the show!
  • 3D Lyokowarriors transfer process! Same as above, if some of the original models are ripped from the original WII game, they've been updated alot to fit in with the new engine, while the older costumes will also need to be completely modelized.
  • 3D LyokoMap! - already visible as a false 3D in the IFSCL menu, this time, it will be real 3D!
  • A new Xana AI, battle and traveling system updated, due to the new 3d tactical map, things will be greatly upgraded!
  • Better resize system also. The interface will fit better to different screens ratios.
  • 32/64 bits versions, 64 bits users will benefit from the full use of their processor!
  • Progressive translations : with the pause of the campaign mode and the new system, new (while incomplete) translations of the game will be easier to add. Whathever is the langage.
  • Windows & MacOS Compatibility (maybe linux..), anyway, macOS returns! But still, the performances won't certainly be as good as a windows.
That's all for now, thanks for watching and reading, and please react on the forum, the facebook page and so on to show your support, thanks :)

As a bonus : the long awaited Immu's room's code for 2.6.2 (now pretty much unrepresentative of the future of the game, but anyway...) : amigoodman

Back on track!
Posted by Immu on 02/13/2015 at 19:18 (6 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami
ifscl news banner

A small news on the most popular game of Lyokofans, the IFSCL.

It's been awhile since the release of the last version, and not a lot of news have been published about this code lyoko game since.
The reason behind it was that I was mostly focusing on the project, what was possible, and what wasn't.
IFSCL future wasn't really bright, many development problems and issues were hard to overcome, but I've decided to try something, something that was really risky but which worked! And you won't have details right now about it, theere is still some things to overcome.
Anyway, it's a brand new shiny future that is now open for the IFSCL, the shiniest in the project's history!

IFSCL dev is back on track, slowly, but surely.
The content of the next version can't be unveiled right now, neither a release date, but it will take months (2015 is, at least, a certitude).
The birthday date isn't particularely targeted as a release date (13 of april), but you will, at least for this date, (or before), get your hands on a video, unveiling IFSCL plans from 2015 to 2016, to know exactly what's going on.

By the way, here's the render of the translated lyoko warriors I had done for the last version :

lyokowarriors translated drawn by immu

In the meantime, completely linked to lyoko, not exactly to the IFSCL, you will soon discover something brand new, and believe me, you will love it!
A trailer will soon be posted about this mysterious project !

See you next time!

React on :

Learn more about the IFSCL :

2.6.2 - Release!
Posted by Etienne on 08/08/2014 at 00:55 (17 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami

The IFSCL 2.6.2 is now available for download :

(please be patient, the servers may be overloaded the day of the release)

Thanks to the help of MTDirector, the IFSCL will also compatible for Windows Vista and 7 Home Premium. like any other windows version.
However, if there's still problems, please wait for Immu who might ask a few questions to the users who have problems on the ifscl network

You can debate over the facebook pagemake a review on IndieDB, or send a testimony for

Right here, the changelog of 2.6.2 :

ifscl 262 changelog

Enjoy !

News validée par Etienne le 08/08/2014 à 00:56

2.6.2 - Second trailer!
Posted by Immu on 08/03/2014 at 15:40 (12 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami
This one you weren't expecting!
Here's a video of the long-awaited IFSCL 2.6.2, demonstrating the speed of this version compared to its predecessors...

(thanks to Thankus for the idea of such a video!)

Also, some info on some of the numerous new additions to the list of updates:

Improvement: In most error messages, the name of the procedure you need to activate is now specified.
Improvement: scann(stop) forbidden in case of devirt procedure + devirt(stop) added
Improvement: Elevator procedure
Addition: Polymorphic noises + correction in appearance change
Addition: The overvehicle close button launches the dematerialisation of the vehicle + sounds + cut sound if minimised
Addition: Hit escape for auto menu + noises
Improvement: rebalancing of appearances of tarantulas and megatanks not overly present
Improvement: rebalancing of costs of Lyoko Warriors' powers in combat
Corrected the text that disappears when you select an option in the Sandbox menu
Improvement: Complete reanimation of the DNA management file
Temporary deactivation of the reboot: unavailable for this version

There you have it, thank you for your attention.
For more details, take a look at the previous news post.

News validée par Shaka le 01/01/1970 à 01:00

2.6.2 - Trailer Available!
Posted by Immu on 07/30/2014 at 19:38 (6 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami
One year and almost two months, that's the time that you needed to wait before seeing a new video of the IFSCL, and here it is! Version 2.6.2 is on its way and has a release date!

News validée par Shaka le 30/07/2014 à 01:00

2.6.0 - Screenshots, Additions, Beta!
Posted by Overlord Immu on 07/22/2014 at 19:40 (13 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami
/!\ Edit /!\

Due to the large numbers of quality applications received, the registration period for the BETA of IFSCL 2.6.0 has been shortened. Registration will be closed this Wednesday evening, July 23rd.

Hello everyone,


IFSCL 2.6.0 is now confirmed for release sometime during August 2014. To all of our very patient fans, who have been waiting for over a year now, this is a very anticipated release, and you will all be properly rewarded.

Let's go over a summary of the big updates in this version:

Tons of details all around have been improved:
From the drag & drop on the tactical map, to a global overhaul of the game's entirety, and even to the new ability to use the up & down keys to recall previously entered commands.

Improved performance:

With the new combination using the Unity engine. More details can be found in the previous news. This combination needs to be tested during the beta to be sure everything functions properly. For the moment, some computers seem to have some compatibility problems that will take some time to fix.

The long-awaited Carthage:
Not in its entirety, and not with complete Skid functionality, but there's already a rather large list of additions. Carthage is a sector that functions differently than the others having the arena, the maze, the interface, the tunnel, the celestial dome, even its own special monsters... Everything has its own dedicated window, including the transporter, which will finally be present!

In order not to interfere with the release time of this new version, the addition of delayed virtualization will definitely be moved to the version after 2.6.0 (the next version should include a part of the the following notable additions: delayed virtualization, the Marabounta, Kiwodd, DNA swapping, destruction of sectors, destruction of Carthage, black/white William, the reconstruction of Lyoko, etc.)


While the update list may already be quite long, it's only going to get even longer upon welcoming the following changes:
(the complete list is viewable on the download page)

- Addition: command to close the tactical map: case carte(stop) / map(stop)
- Addition: Appearance card: Xanafied Lyoko Warriors (for each costume)
- Addition: State "waiting for vital signs" for a Xanafied Lyoko Warrior whose DNA memory was stolen + countdown on map
- Improvement: appearance of modifiers of map + name of the modifier on top of the map
- Addition: Original appearance for the "Xanafication" result of the memory window
- Addition: Management of the unconscious characters, ability for the Guardian and Scyphozoa to catch them, but not the monsters
- Addition: Combat can be finished mid-action (future ability to devirtualize in mid-combat and devirtualize despite the RTTP, currently used for the devirtualization of the traps on Carthage)
- Addition: Dimished chances of the revirtualization of a monster (Guardian/Scyphozoa/Future Blocks, Future Dark William, Future Colossus...) if it had already been destroyed once before in the timeline
- Addition: The RTTP returns the ability to reboot, but also increases the chances that XANA will reuse monsters
- Addition: Save the preferences of the last language used
- Addition: Carthage interface - Command Aelita 'connection/interrupt'(to take back the stolen DNA of a Lyoko Warrior) + corresponding 'Carthage connection' window
- Addition: The up and down keys recall previously entered commands
- Improvement: There can be multiple error/anomaly windows + in various sizes + in colors closer to those used in season 4
- Improvement: Limited to a single reboot per timeline
- Improvement: Drag & drop on the tactical map made more natural


Registration for the version 2.6.0 beta is now open!

Be careful, the conditions have changed, so reread all the information thoroughly!
Registration is open this Wednesday, July 23rd until night for the beta version which will debut on the 26th during the day/evening and should last two to three days.
If you offer, thanks for keeping an eye on your inbox, even if you are busy with the beta, you will need to reconfirm your availability now before the debut even for the beta.
Confirmation to know if your registration has been accepted will be sent out July 25th at the end of the afternoon.

To read the rules and register yourself, go here

Thanks for reading this news!


News validée par Shaka le 01/01/1970 à 01:00

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