Désiré is an old style Point & Click adventure game whose references are drawn from the purest tradition of LucasArts games. An era that strongly strongly inspired Sylvain Seccia in his youth and motivated him to write, 15 years later, his own adventure game to fulfill his dream.
Désiré is colour-blind from birth and he will lead you into in world of black and white. A taciturn loner, ill at ease, Désiré constantly tries to find himself, to make his own way in life. He marches on hesitantly, as life never brought him much joy. When the schoolteacher asks Désiré why he didn't draw the sun like the other pupils, he replies spontaneously: "It's always night in my head". From a tender age, he is going to meet several characters who will elicit in Désiré intense emotions and alter his vision in surprising ways. Is colour at the end of the road?
The game is, at its core, a critique of the modern world and of the perverting nature of a consumer, profit-obsessed society.
Passionate and spurred on by a desire to share his journey, the author convinced a bunch of highly qualified contributors to work as part of a team to give birth to this animated graphic novel and to let you share the same emotions he felt as he created the character of Désiré. This project is the culmination of two years of hard thinking, a year of writing and, so far, three years of development.
This project is the culmination of two years of hard thinking, a year of writing and, so far, three years of development. Unlike today's clichés of immediacy and speed, Désiré drags you into a subtly poetic and contemplative ambience.
Désiré will be released this fall.
Adventure Game Engine
AGE is a freeware that allows you to create your own Point & Click adventure games for Windows, Mac OS X, Linux, Web, iOS and Android. It is free for personal and commercial use.
Note that you do not need to learn any script language if you decide to use AGE.
AGE is a new age of Point & Click adventure games.
Pi is based on an original game concept because it is both a 3D racing arcade game, a platform game, a puzzle game and a first-person shooting game in one for Windows XP/Vista/Seven. And the player can go through eras such as ancient Egypt, medieval and sci-fi worlds to unlock the mysteries of the Pi number.
A racing arcade game: you pilot your vehicle against the clock through a 3D tube and around various obstacles in 360 degrees to collect all the gems and complete the level.
A platform game: you will have to jump and drive smarter on static and moving platforms to reach some inaccessible gems
A puzzle game: some obstacles are more difficult than others because you must first understand the puzzle and then find out how to solve it
A first-person shooting game:Pi is not just a retro game, it is also a real-time 3D game developed in C++/DirectX. So enjoy your 3D card!...
All registered users will be able to upload their best times with ghosts and participate to online ranking of 50 best scores for each level and difficulty. Be the fastest pilot on the web!... The registration is now FREE!
In other words, this game proves a worthy challenge for newbie and hardcore gamers. Pi will not let you feel free!...
For the first time I could fulfill a childhood dream in making a movie. The shooting lasted 9 months and started in March, 2007. When I was 13, I have fun shooting scenes to make short films. I gave up this hobby, then I did it again in 2003 (fake ads, fiction, video clip, souvenir).
The short film concept was a brake for the story, not enough long to set a plot. The alternative solution was the long film concept, too hard for an amateur production. So, I was thinking the best concept was to try a short TV serie.
All scenes were shot in Lyon (France), the most actors are not comedians but that didn't stop completing the project. I noticed a quality progress episode by episode, despite some confusing passages. It remains a great adventure.
Ce projet, fondé en 2001 par Sylvain Seccia et Christophe Cuny, avait pour but de fournir des outils pratiques et faciles d'accès dans la conception d'applications multimédia sous environnement Windows. PSM utilisait un langage objet à part entière, doté de l'héritage et du polymorphisme. En outre la possibilité de programmer une application à l'aide d'un éditeur de code classique, PSM intègrait un éditeur visuellement assisté, totalement innovant, et accessible par tous. PSM établissait ainsi le concept de la programmation intuitive.
La version 1.0 n'était qu'une approche simplifiée du concept, une étape intermédiaire mais sans aucun doute nécessaire. J'ai écrit des tutoriaux pour le magazine Logiciels PC parus dans les numéros 20, 21, 22, 23 et 24 au début des années 2000.
Depuis 2009, ce projet fut rebaptisé sous le nom de Seccia et distribué en tant que freeware. Retrouvez plus d'informations sur le site officiel http://www.seccia.org.
Les années 90
Commodore 128, Amiga 500 and PC 286
J'ai débuté la programmation en 1992 d'abord avec un Commodore 128 en BASIC dont les lignes de code étaient numérotées. Puis j'ai continué sur Amiga en essayant de développer des jeux avec Amos mais sans succès. J'ai finalement laissé tomber les commodore pour un PC 286 (2Mb de Ram, 20Mb de disque, sans carte son...). Le coté multimedia n'était pas très attirant et pourtant cette machine me fascinait beaucoup plus. J'utilisais à l'époque MS DOS et Windows 3.11.
Mes jeux étaient principalement des jeux non graphiques et mes connaissances étaient très limitées.