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Flare

Free/Libre Action Roleplaying Engine

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Month: October 2012

2012/10/30

Work in Progress: Items With the additional inventory slots we added recently, we’ll have to change the scale of most of the combat numbers. Each individual piece of armor can have an absorb amount so the overall numbers need to

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

2012/10/27

Powers, Hazards, Effects We have evolved an interesting system for handling martial and magical powers in Flare. I want to talk about what’s going on under the hood — it’s a major focus of the new code features for v0.18.

Clint Bellanger October 27, 2012February 6, 2018 Uncategorized No Comments Read more

2012/10/26

Future Flare project: realism vs. style First, have a look at these potion renders. It’s fun to mess around with higher quality art that could be used in later games: Though this work is fun, it’s making me seriously think

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

2012/10/24

Tarot Cards I was thinking it might be interesting to add Tarot Cards to some kinds of Action RPGs — maybe as collectables, or quest items, or spell components. Rather than commission a set, I found this old Public Domain

Clint Bellanger October 24, 2012February 11, 2018 Uncategorized No Comments Read more

2012/10/22

Isometric Tile tutorial series I have one popular tutorial on how to render Isometric Tiles using Blender. But it really is an intermediate level tutorial. There’s much to learn/teach about isometric tiles everywhere from the beginner to expert levels. I’m

Clint Bellanger October 22, 2012November 17, 2022 Uncategorized 3 Comments Read more

2012/10/16

OpenGameArt seeking Drupal/PHP code volunteers Much of the success of Flare is thanks to the community at OpenGameArt. Bart K (OGA founder/admin) has put out a call for code contributions to the site. If you have PHP and/or Drupal experience

Clint Bellanger October 16, 2012February 6, 2018 Uncategorized No Comments Read more

2012/10/10

Early Estimates vs. Where We Are Now Time for a brain dump. Get ready for some rambling! Dig through the archives and you’ll see we had grand plans for this stage in the project. A year and a half ago

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

2012/10/05

Mage and Chain With multiple equipment slots implemented it’s hard not to make new armor styles. I added two essentials: full set for Mage and Chain Each of these, just like the old armors, are now broken into slots: head,

Clint Bellanger October 5, 2012February 11, 2018 Uncategorized No Comments Read more

2012/10/03

Equipment Slots continued Here’s a screenshot of the new Inventory screen. (compare to the old layout) I separated the old armors into these individual slots. Here’s a mockup of the female character equipping slot pieces individually:

Clint Bellanger October 3, 2012February 11, 2018 Uncategorized No Comments Read more

2012/10/02

Equipment Slots Several cumulative code changes are going to allow us to add new equipment slots to Flare. The current visible equipment slots: Main hand (swords or staffs) Off hand (shields or bows) Body (full body armor) The new visible

Clint Bellanger October 2, 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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