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Free/Libre Action Roleplaying Engine

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Month: August 2012

2012/08/30

The art of removing features Il semble que la perfection soit atteinte non quand il n’y a plus rien à ajouter, mais quand il n’y a plus rien à retrancher. (Antoine de Saint-Exupéry, Terre des Hommes, 1939). [It seems that

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

2012/08/24

Making Omelets There’s an English idiom: “you have to crack a few eggs to make an omelet”. It means that to make something, often it requires destroying something else. We’re doing heavy refactoring of the Flare engine right now. Part

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

2012/08/21

Tile Set improvements The current 3 tile sets will get some love and polish before we start making final maps. If you have ideas on what tiles we can add to these sets, please share them!

Clint Bellanger August 21, 2012February 6, 2018 Uncategorized No Comments Read more

2012/08/15

Playing On my lunch break. I’m sitting down just to play Flare for the first time in a while. And hey: it’s pretty fun. My favorite thing right now (I can’t help it) is that now so much is configurable.

Clint Bellanger August 15, 2012February 6, 2018 Uncategorized No Comments Read more

2012/08/14

Map on_load events I’ve added a new event type “on_load” that is automatically executed (if campaign requirements are met) when the map is loaded. I specifically needed this to make discovered teleport waypoints remain active. But it’ll have plenty other

Clint Bellanger August 14, 2012February 11, 2018 Uncategorized 1 Comment Read more

2012/08/13

Teleport Circle WIP Going with a simple stone design. I’ll add runes on top of it (glowing and non-glowing versions). In game these will take up a 2×2 tile area. [–Update–] This might be the style we go with for

Clint Bellanger August 13, 2012February 11, 2018 Uncategorized No Comments Read more

2012/08/12

Busy Life It happens to all hobbyist game devs — life gets in the way. But I’m bouncing back soon. I’ve finally finished moving in (well, 99%) to my new apartment. Easy walking distance to my office! I need to

Clint Bellanger August 12, 2012February 6, 2018 Uncategorized No Comments Read more

2012/08/11

Community Spotlight: Polymorphable [Polymorphable is the first released total-conversion mod/game for Flare. Here’s a plug and some great background info from its creators. -Clint] On the eve of her 16th birthday, Polymorphable’s protagonist, Daphne, unwittingly unleashes an ancient evil on

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

2012/08/10

Community Spotlight: Stefan Beller Stefan’s a major contributor to the Tiled map editor and helped us early on with the Flare exporter. He’s taken that Tiled expertise into Flare, where he’s optimized the main map rendering routines by orders of

Clint Bellanger August 10, 2012February 6, 2018 Uncategorized No Comments Read more

2012/08/09

Community Spotlight: Justin Jacobs Justin has been an incredibly valuable contributor for Flare — he’s been a major driving force keeping the pace up on the project. His code quality is impeccable — I read his pull requests diffs not

Clint Bellanger August 9, 2012February 6, 2018 Uncategorized No Comments Read more
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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.

Read more
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

Read more
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