The IFSCL (code lyoko supercomputer interface) is a fan destkop simulation game. It reproduces exactly the Supercomputer of the animated show : CODE LYOKO, and put you as an operator guiding his friend to fight monsters.
You've waited long enough ! Now comes the time of the pictures : plenty of screens, a big article and gorgeous details about the new IFSCL !
Posted by Immudelki on Apr 11th, 2012
The IFSCL 2.0.0 is going to be released, just was released or has been released when you’re reading this, and after 4 months waiting, let’s celebrate! 2 years already, and coincidence and good providence: the version number falls without appeal:
Originally, this version was supposed to flag the arrival of Carthage. But obviously, many pitfalls have littered the path of the IFSLC.
A lot of updates and improvements, sometimes unplanned or delayed, have come into this version, taking place before the arrival of the most talked about fifth sector, originally planned for this version. So, what’s up?
Improved and significant details: New method of reading the superscann, displaying of the names of the menus when rolling over the buttons of the top of the interface, appearing of the vehicles in the battle system (useless for now), displaying of the name of the attacks, new animations for the “returning to the past”, switching to adobe air 3.2, recoloring of the transfer bar...
You can consult the whole change log on the official website here:
ChangeLog on the Official Website
Now, some details on the big things of this version:
Hard to implement but necessary for the arrival of the upcoming Carthage, the pilot and copilot system is now completely implemented. Do you fancy a romantic ride with Yumi and Ulrich on the Overwing? Pushing Odd to scare Aelita on his Overboard? Or do you want Ulrich to give Aelita a lift on his Overbike? No problem!
Concretely, what does it mean? Just that the zoom is now centered, and that we can automatically make the tactical map to point on some interest points (lyoko warrior, tOWER etc...), and this in a fluid way (well, not without a few slow-downs from time to time, let’s stay realistic…). Anyway, it has been slow to come, and it’s a great comfort of use that is added to the IFSCL. Note: the drag and drop is reversed, it’s a bit confusing, but we become used to it fast.
Mainly seen in a few episodes of the first season, the city map give you access to two nice animations showing the electricity networks and opening as well a new window, the one of the electric pylon. It is quite useless for now, but it will be useful soon.
This window will probably host other upcoming programs, as the localization of the mobile phones seen until the season 4, or some zooms to other places of the city.
Odd’s lazer arrows program is in, and this time, Kiwi will not activate it accidentally, but you will! It’s not useful for now, but it will be.
At least, the animation is ready and accessible, for the greatest delight of the fans of our svelte friend!
The sandbox mode has the disadvantage of giving a full freedom to the player, and one of the fundamental problems that emerge is that the immersion in the game is broken. It is hard to avoid but here is already an improvement: the superscann now really detects activated towers; it doesn’t directly activate them anymore on behalf of Xana.
A command allows lunching a xanafied program, with the ability to choose the number of the sector where the tower will be activated, or to stay in random mode for more surprise!
The formation of the world of Lyoko will be ended soon. With the arrival of the polar sector, these are the four mains places of the first season which are now available!
Anecdote: the smartest of you all will have certainly noticed some already-converted passages on the sectors in order to add the future transport orb system.
We can say that people have waited for it, and for good reason, it was planned that it would be added only when the IFSCL is finished.
But something came up to my mind: the campaign mode allows to easily learn the new commands and functions of the interface, instead of reading the outcast read-me (which doesn’t lack however to be well-presented and updated the best I can, but what do you want, impatient players have never liked reading manuals, and in a way, we can understand them).
Be careful, that doesn’t mean that all of the functions can be learn with the campaign mode, actually, it only allows to learn a tiny fraction of all the actual possibilities of the IFSCL.
In brief, the arrival of the frontier system, which made so many envious persons at the idea of reproducing the episode with the same name in the season 1 is now available for the greatest delight of the users, and to make up your mind on how to use it, a mission is dedicated to it, thus avoiding the painful task of reading the read-me.
What happens: 4 towers chosen randomly on the 4 main surface sectors, where Aelita will need to be sent to reclaim memory. Let’s notice the choice of giving the order 'frontier code' to Aelita, in order to simplify the comprehension and the readability of the commands in the interface. Note that if Aelita is stuck between the worlds, you’ll stay in a bad way.
Once more, remember that it is possible to learn how to do thanks to the dedicated mission in the campaign mode.
Now, a little sleep for the creator of the interface... And reviews and feedbacks, here is what is asked, because it is the only reward that we get by working on this.
The Facebook page
And the official e-mail addresses:
For the thanks and/or the reviews (meaningful ones) and the tests.
For the questions and/or problems
And for the next version? Spoilers ! You are going to get a teaser soon enough...
translation by Chardetm