IFSCL news
Liens IFSCL
 
ImageImageImageImageImageImageImageImage
 

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

02/03
Asking the user : possibilities for the next version.
Posted by Shaka on 02/03/2014 at 21:58 (8 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami
Hi everyone,

As you might know again and again, the IFSCL is progressing slowly, because I didn't have as much time as I use to have back in the days. Therefore, I can still work on it from times to times. This news isn't about a potential release, again, It's really not for now, but it's about some things that might be in the next version.

The first question is : will you want a window to help prevent characters to fall in the numerical sea. This event (falling) might happen randomly in the end of some battles (if you lose). Not always, but if this happen, the windows automatically opens, and you have to type as fast as you can the devirtualization codes before the warrior touch the sea.

The actual windows looks like this :


If you are interested by this 'original window', let me know. I'm not always willing to do windows such like this one, because they aren't really in the way the IFSCL is meant to be. But well...



As you know, Carthage will be certainly introduced as the brand new feature, not entirely (read previous news) but still, with great features. One of them being the countdown of the keys, but the problem is that we've got a lot of countdowns in codelyoko, one of them also being for the differed virtualization, that I might also add for that version (not sure though).



Note : the third screen shows a window that, of course, will be in the game, I'm only focusing on the countdown that appears on it)

So the question is, which countdown goes for what, since they've been used in any order in the anime, without sense, sometimes one was used for a specific function, and the next episode, it was for something else...

Which countdown for Carthage Keys ?

Which countdown for Differed Virt ?

Yes or no for the original falling screen of the lyokowarriors ?




Let me know what you think about that in the comments of the news, or on the forum.

News validée par Shaka le 03/02/2014 à 22:00

12/22
Immu's Room code 2.4.8!
Posted by Immu on 12/22/2013 at 16:00 (2 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami
In the absence of a new version, Immudelki hasn't continued work on the IFSCL for the moment, too busy with other projects, but he does have a little something as consolation:

The new code for Immu's Room 2.4.8!

Ifscl Immu's Room code 2.4.8


For those who are interested, Immu is working on another fangame that is all about Doctor Who! Which is a mighty coincidence seeing the codes for Immu's Room are always based on said series!
EN: http://forums.tigsource.com/index.php?topic=37620.15
FR: http://www.forum-doctorwho.com/t3664-Doctor-Who-A-Brilliant-Game.htm#p135197

Thank you for your patience and merry Christmas!


News validée par Etienne le 22/12/2013 à 16:00

11/02
About Carthage...
Posted by Immu on 11/02/2013 at 12:10 (3 commentaires)  Ecrire un commentaire sur cet article  Imprimer cet article  Envoyer cette article à un ami
Hello everyone, Immu here,

Though the development of the IFSCL hasn't been officially rebegun because of time management problems, I'm still trying to recommence some parts of the work on the game.

Of course, this news more or less spoils the fact that Carthage may be in the next version.
But seeing as I myself don't know when the next version will be released (and it won't be anytime soon), that doesn't help us much ^^.

In addition, if Carthage is added, not everything will be added at once, things like the heart of Carthage, its destruction or even the Skid hangar will be present but far from operational in the first version. You have been warned!

Anyway, how are you going with Carthage?

Well, it's a difficult Sector, which includes a number of difficult things to code which aren't adapted for the actual code of the game. And it's particularly visible on the path system (waypoints) which use the Lyoko Warriors to move around (but which also serves for everything else, virtualisation, devirtualisation, materialisation, vehicles, battle engagement, particular events, use of superspeed and much more).

In short, this system has had difficulty adapting to Carthage, because this Sector is filled with loops. Though it's possible to make a room of this sort in the centre of the path (which corresponds to the Arena), it's not the case for other rooms like the Skid hangar (as it has two entries/exits).

I had to take some liberties:
>Access through one tunnel instead of four
>All the seasons at the same time (Skid hangar, elevators, labyrinth...)
>No room booby trapped by Xana with Aelita's "memory" is found
>Labyrinth is finite and isn't different each visit
>No access to the Skid hangar through the Celestial Dome (not in this sense)
>And luckily, that's all.


A little diagram for all that:

ifscl carthage development hell

In terms of good news, lots of things still remain:
>Xana's interface
>The Arena
>The Celestial Dome
>The Core
>The Skid hangar
>The only tower
>Keys
>Traps


As well as that, the code for Immu's room will be in the next news, which will be released sometime in the next month.

To know more about the IFSCL, as usual, you can go to the IFSCL drop-down (left-hand column, lower down). If you have any questions, start by looking at the FAQ: http://en.codelyoko.fr/ifscl/faq.cl

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

<< Previous Next >>