On this page, you will find the latest news on the IFSCL. For more information, go to the project page!
Version 3.0.1 & IFSCL Inside #3
Posted by Immu on 09/07/2015 at 19:26
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.
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 :
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.
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. (well...you 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
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.
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.
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.
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
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 !
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:
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
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 :
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 !
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
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
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
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.
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.
The IFSCL is making progress, and this can be felt in the rhythm of news updates! On today's menu, the new logo, visible above, screenshots and the list of updates that have been made.
You may notice a global overlay of horizontal lines (like on an old TV set). Hard to integrate due to performance reasons, it's now completely available in the new version, especially thanks to the enormous advance explained in the previous news entry.
For the same reason also, in the cosmetic details, the Xana logo on the title screen, in the background, spins, like in the series.
Also, as stated in the previous list of updates, unique portraits of the Lyoko Warriors in their seasons 3, 4 and Teleported forms are randomly generated; that's a lot of portraits!
And here's another in-game screenshot. Two new windows are hidden in this screenshot, can you find them?
LISTS OF UPDATES already completed:
-Switch to Unity Engine – Flash emulation through tessellation of vectors using 3D polygons (the game will continue to be made as a Flash application) - Pro: The game doesn't eat up as much resources (even if it does at least require a good configuration at minimum) - Pro: Optimisation for display on resolutions less than 1650x1080 (the IFSCL's native size) - Pro: Overlay effect of horizontal lines on the screen, like on an old TV - Pro: Quicker compilation time for developing the IFSCL - Pro: Windows Installer format with a real uninstaller, no more need for Adobe Air - Con: Takes longer to run the application (between 5 and 10 seconds) - Con: Larger application (around 150MB total) - Con: No continuing support for iOS (you need to use Wine or Bootcamp, etc...) (the plugin to fix this is too expensive) - Con: No auto-connection to inform you of a new version release (may return)
- Improvement: Better organisation of all the code and classes in the game - Improvement: Menu appearance, logo and turning circles, more reactive hitbox, animations - Improvement: Launcher appearance > complete screen title - Improvement: Animation of the cover of Franz Hopper's journal - Improvement: Name of Sectors added directly beneath the window name (removal of the mini window with the Sector's name, too different to in the cartoon) - Improvement: Audio card renamed as "com" - Improvement: Backup system for recoding preferences, managed by Unity - Improvement: CryptoSmasher – 3D rotation animation - Improvement: Move XML translations to AS for easier reading - Improvement: Redesign of how attack names are shown during combat (closer than the old versions) - Improvement: In combat, the chance of vehicles being hit rises with each level of tower and will no longer be directly destroyed - Addition: Smart Sector: Carthage recognises the Lyoko Warriors' objectives and changes the Arena door, layout of the Labyrinth and traps (causing damage) accordingly - Addition: Carthage (Skid Hangar and Core Chamber not functional) tower, Arena, tunnel, Labyrinth, interface - Addition: Frontier system reprogrammed, support for more people in the frontier at the same time - Addition: System for falling into the Digital Sea for overvehicle combat in the Celestial Dome - Addition: Greyed-out cards for lost Lyoko Warriors (lost in the frontier, fallen into the Digital Sea) - Addition: Bugged overvehicle window – auto-management of the use of vehicles in Carthage - Addition: Connection to Carthage window with the code Scipio: carthage(start) - Addition: Transporter window: carthage(transp) (calls the Transporter) - Addition: Carthage window for Multiple Controls: Zoom tunnel → new commands: carthage(tunnel) tunnel(sectorname), tunnel(execution) Key system → 3 choices of direction + animation and countdown - Addition: Creepers, Mantas and Scyphozoa - Addition: Window for memory stealing/Xanafication of Lyoko Warriors by the Scyphozoa/Scyphozoa AI - Addition: Variation in Lyoko Warrior on the mission menu (random). Unique images (12, not counting William, who isn't available) of the 4 Lyoko Warriors, seasons 1, 3 and Teleported for the mission menu - Correction: Focus on the back button on the main menu - Correction: Frontier timer freezing when paused - Correction: Various bugs in the combat system - Optimisation: Support for text in all animations
If you have any questions about OTHER eventual updates, please consult the FAQ first of all. But also don't forget that other things will be added in time (not just missions).
Before announcing the registration period for beta testers (while may eventually be towards the end of July), I just need to fix a number of AI faults for the Carthage monsters. Plus there are missions to code, which isn't a huge part of the fun. So this will be the topic of the next news post, on an undecided date.