February 22, 2025
2025, Going for 15 years of IFSCL ! news

2025, Going for 15 years of IFSCL ! news

The biggest Code Lyoko fangame (or Jeremy Simulator) releases some bold plans.

Hello there !

With 4.7.X Released a few months ago, I think it’s fair to address the current state, and future of the IFSCL here, for those who don’t follow on the Discord. And it’s brighter than ever !

IFSCL 4 7 X Chapitre 6 Un monde sans nous 22 34 screenshotIFSCL 4 7 X Chapitre 6 Un monde sans nous 35 9 screenshot 1IFSCL 4 7 X Chapitre 6 Un monde sans nous 20 41 screenshotIFSCL 4 7 X Chapitre 6 Un monde sans nous 28 18 screenshot

4.7.X:

First remember that you can play IFSCL 4.7.X now !

Its post-release will have taken longer (almost 3 months) than the previous cycle, but will have been very much geared towards ‘refining/polishing’, with no major problems in particular. No crashes to report or serious problems.

  • Post-Release 44X: 6 months
  • Post-Release 45X: 6 months
  • Post-Release 46X: 1 month
  • Post-Release 47X: 3 months

This is a duration that suits me quite well, and seems to leave enough time for non-beta-test users to provide me with additional bug reports. As the month draws to a close, I’ve turned my attention to the next cycle, and the ambitious year 2025 (see previous posts).

State of Code Lyoko Brand & Yearly IFSCL Poster:

With other livestreamers, I’ve addressed (in French) the state of Code Lyoko next series, pitched by the creators, but still struggling to see the light of day, and what the IFSCL did in the last year. The result: a big drawing I’m posting now 🙂

Particular highlight: finally meeting IRL DragonGroar after 14 YEARS, the guy who who’s been my ‘super tester’ of the IFSCL as well as the creator of IFSCL’s Kolossus Launcher and IFSCL Translation tool !

2023 2024 FRESQUEmini

Story Mode :

With the chapter 6 released, and a lot of brains broken, I’m heading towards the four next chapters, but a bit differently, as I’m trying to tackle them in a more..grouped manner. Not one at a time.
The difference with my previous production methods is that I’m going beyond the synopsis (2-3 paragraphs, key points and important notes) for several chapters at once rather than just one. As a reminder, in my case, a walkthrough includes cutscenes, dialogues, tutorials and desired attacks, as well as estimates of the various workloads (cutscenes, new assets, etc.).

Basically, all story mode chapters have synopses, and remain flexible. But once the walkthrough has been written, it’s much longer to go back. The goal is to put myself in a situation where my work is less choppy, and to have a stronger, more directed medium-term vision of the next chapters.

No big difference to note on your side, it’s more a natural evolution that I can afford as my story mode tools mature.

If you follow the changelog you’ll get even more infos 😛

The return of IFSCL INSIDE, 9 years later:

Youtube.com

The overambitious plans:

As always, for the year, I’m doing myself some gifts. Well. Using myself as a deadline really. Those are still likely to change of course, generally due to life itself.

HOPES 2025 EN

The surprises :

One surprise for December, one for January :


The reveal of a hidden room present in the game for the last years:

And IFSCL having an IRL stand during the Haut The Seine Festival…
At the real, IRL place, where Code Lyoko Factory (Usine Renault) was, in France !


See you soon for a trailer of the cycle 4.8.X !!

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