| AndreofHazel | That's a shame. And the number is quite small considering they were once 50. |
| Martyste Tendertail | Their last game was in 2010, How to Train your Dragon |
| Martyste Tendertail | They were up to 100 |
| Martyste Tendertail | I mean, they would put 50 on a game |
| Martyste Tendertail | But the team had variable numbers over its lifetime |
| Martyste Tendertail | They knew at least 100 different members |
| AndreofHazel | I understand. Hopefully the team working on XXL 3 now has some form of contact with the original creators. |
| Martyste Tendertail | If you look closely at they 5 last games, their use of the smae engine becomes so obvious |
| Martyste Tendertail | OSome's main creators are 2 ex-ELBs |
| Martyste Tendertail | Mathieu Frémont, the CEO, was an engineer in original XXL2's development |
| Martyste Tendertail | Domenico Albani was there since XXL 1 instead, and was programmer |
| Martyste Tendertail | His coding made XXLA's flybash a thing, he told me how he tried to implement floating as you bash a flying roman to keep combo'ing them, but the code had flaws of course as we know today |
| AndreofHazel | Are you often in contact with members of OSome? By the way, regarding the flying Roman I think I experienced this today during the stream. I couldn't hit the Roman mid-air even if I had pressed the right buttons early enough. |
| Martyste Tendertail | You played XXL 1? |
| Martyste Tendertail | I've been in contact with OSome since over a year |
| Martyste Tendertail | Before XXL 2 HD was confirmed for public |
| Martyste Tendertail | Here we kept it as a deeeeep secret and we went the extra step finding bugs and skips |
| Martyste Tendertail | So they could maybe fix them in HD |
| Martyste Tendertail | They indeed fixed a very few... |
| Martyste Tendertail | They put my name in the credits, altough I'd have hoped to see others from the community. |