Getting trouble with download ? see description (server will overload the day of the release, be patient)
IFSCL is the largest and most detailed simulation of the supercomputer that has been created to date. It is undergoing regular updates and revisions, and development is expected to continue for the next several years. I release these beta versions to the fans and community to allow them to enjoy the program and help uncover issues and other bugs as the development continues.
Introduction: Jeremie is the leader of the group, who operates the supercomputer interface in the factory. Using the scanners, he can 'virtualize' his friends, sending them to the virtual world of Lyoko inside the supercomputer. There, they do battle with XANA, an evil artificial intelligence.
One member of their group, Aelita, is the guardian of Lyoko, and the only one capable of deactivating towers on Lyoko. The towers act as a bridge between Lyoko and reality, and are activated by XANA to carry out attacks in the real world.
The towers are found in four 'sectors' of Lyoko: Desert, Forest, Mountain, and Ice. There is also a fifth sector at the center of Lyoko known as Carthage, which is inhabited by XANA. Aelita and her virtualized friends fight monsters, who act as the forces of XANA, as they search for the activated tower on Lyoko so that Aelita may deactivate it. Throughout the mission (campaign mode), Jeremy acts as mission control, guiding and directing the team from outside Lyoko, and this simulation puts you in his shoes.
Languages of the game : French, English (Spanish, Italian etc... - only for final version)
The game is heavily made on Flash and a bit only on Unity. That's why the game is still named iFscl (F=Flash).
Obviously, the final game will be as free as the current versions, I don't own any rights on the series, it's by a fan for the fans.
Lastly, I've been more busy than usual, ending my studies in academical art school and getting my first proper job at Ubisoft Studios was a huge, and unexpected move forward, thanks to my multiple experiences in GameJams, personals projects like IFSCL or Doctor Who, and the rest of my portfolio (basically, the most forgotten advice for anyone searching to enter in this kind of company is about having good team experiences, and gamejams are great for that).
So here I am, at the age of 22, I'm considered as a UI Junior Designer in Ubi. Something I wouldn't even be able to dream of a year ago.
But as most of you know, I'm the kind of person which isn't never busy enough, so I've got news to give about my games. I was really worrying about the idea that getting a job wouldn't allow me as much time as before, but actually, since I don't have children (common cause of no-more-free-time), I'm available to work on my projects. :
My very personal code lyoko game project, which now has something like 4 or 5 years of existence, is somehow paused, but still loved by its very patient community (thanks again). IFSCL status is not uncertain, I still plan to continue it as soon as I can. The only problem is that it now runs with external plugins that still need to be updated.
And till it doesn't depends on me, I'm pretty much on hold. I was hoping for at least a December update of those plugins, but plugins authors doesn't seems very fast for that... Anyway, red glitches and crashes at the end should be fix in the next version. Black screen at startup still reports to be mainly due to poor installation of directX and visual C++ redistribuables.
The next version, which of course can't have a release date, is planned to be one about fixes in many areas.
Meanwhile I'm also working on the best way to implement my most beloved monster, the marabounta.
While IFSCL is still in the works, I've been working on a whole new game, multiplayer. Aiming for a simple objective, an easy strategy game where you can choose your very own fandom, of course including the Whoniverse and the Lyokoverse and its prototype is available :
My other game, newgrounds maintained, has also been in the works for a whole year, I didn't get much time for it and it has been at an alpha stage for a long - long time (way too much actually).
But I plan to release a completely-fixed version in december of the alpha. Which would includes a few new scenes, mainly a completely revamped UI, and several graphical improvements.
The next step would be to release a final version in the Q1 of 2015. Which would include almost 10 new scenes, beautiful pixelated transitions pictures, new and updated musics and so on !
Thanks for your patience and support, and see you soon for more news !
Latest tweets from
It can take up to a few hours for tweets to begin appearing.