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Flare

Free/Libre Action Roleplaying Engine

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Month: June 2012

2012/06/30

Stop! Collaborate and Listen String freeze! I got one new map added in time, a small Ancient Temple. It’s an area to help bridge the gap between the goblin camp quest and the Averguard hold. Sergey Basalaev has regenerated the

Clint Bellanger June 30, 2012February 6, 2018 Uncategorized No Comments Read more

2012/06/26

Monster Spawners I’m adding monster spawners to Flare. You’ve seen these in classic action/RPG games: they constantly summon enemies until you destroy them. This one’s a Cursed Grave that spawns zombies.

Clint Bellanger June 26, 2012February 11, 2018 Uncategorized No Comments Read more

2012/06/25

Flare v0.16 RC 1 It’s still early in the release process — we have a good amount of game data, art, bug fixes, and translations before actual release. But enough of the core features are there for testing. Download Flare

Clint Bellanger June 25, 2012February 6, 2018 Uncategorized No Comments Read more

2012/06/24

Code-Feature Freeze The code features for v0.16 are complete. We have the next two weeks to focus on bugs and game data/art. String Freeze is still scheduled for June 30th. I placed a wyvern on the island in Frontier Plains.

Clint Bellanger June 24, 2012February 6, 2018 Uncategorized No Comments Read more

2012/06/22

v0.16 Progress Version 0.16 nears! A suite of very nice engine polish is just around the corner. Some things to look forward to, if you aren’t already playing from source: Much improved enemy pathfinding New! Enemies move around each other,

Clint Bellanger June 22, 2012February 6, 2018 Uncategorized No Comments Read more

2012/06/19

Weapon Design Flare’s current alpha art (called “fantasycore”) is limited. If you’ve been following the blog you know that we’re working on higher scaled art. In the current art each tile represents about 1.5m x 1.5m; the new art will

Clint Bellanger June 19, 2012February 11, 2018 Uncategorized No Comments Read more

2012/06/17

RSS Feed Fixed the RSS feed. Had an unescaped ampersand in a blog post. That’s what I get for using a roll-my-own ultra minimalist blog software. How minimalist? Let me show you.

Clint Bellanger June 17, 2012February 11, 2018 Uncategorized No Comments Read more

2012/06/02

Liberated Pixel Cup! Yesterday kicked off the Liberated Pixel Cup! I’m excited to see some of my favorite organizations (Free Software Foundation, Creative Commons, Mozilla, OpenGameArt) team up for this game jam. The style guide and base assets provide great

Clint Bellanger June 2, 2012February 11, 2018 Uncategorized No Comments Read more

Latest Blog Posts

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  • Flare 1.14 Release Candidate 1 November 17, 2022
  • Malicious link on Android wiki page July 17, 2022
  • I Love Free Software Day 2022 Presentation February 21, 2022

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Flare: Empyrean Campaign

Flare: Empyrean Campaign

The Empyrean Campaign is a game made by the Flare team. The story begins with the player being exiled from their homeland of Empyrean, resulting in them embarking on a quest to regain entry. This journey takes the player through

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Demonic UI

Demonic UI

Demonic UI is a mod that adds a familiar ARPG interface to games based on the fantasycore assets (such as the Empyrean Campaign). HP and MP orbs are positioned in the bottom corners and the XP bar covers the entire

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HERESY

HERESY

HERESY is a community mod with the goal of more closely resembling Diablo I & II. Note: The “fantasycore” art style used is dark fantasy, and contains depictions of violence, blood, and mild gore.

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Polymorphable

Polymorphable

Polymorphable was originally created for the 2012 Liberated Pixel Cup. The core mechanic is the player’s ability to use different talismans to “polymorph” into different forms to reach new areas. Imagine being blocked by a pit, so you transform into

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