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Flare

Free/Libre Action Roleplaying Engine

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Author: Clint Bellanger

2016/06/05

HD art, one slice at a time We have parallel projects going for Flare, based on the strengths that various contributors are bringing to the project. The engine is 1.0 release candidate stage, and ready for a variety of content

Clint Bellanger June 5, 2016February 6, 2018 Uncategorized No Comments Read more

2016/04/12

Horde of Cuteness! Flare artist Justin Nichol has an amazing new free culture art project live now — Horde of Cuteness! Justin is building a collection of CC-BY-SA (Share-Alike) images especially for the free/libre game dev community. I love the

Clint Bellanger April 12, 2016February 11, 2018 Uncategorized No Comments Read more

2015/06/07

Blender scripting for Flare animations Clint here. I’ve been away from the day-to-day Flare engine project for a while, but I’m coming back with some things to share. Just figured out an update for the main Python script I use

Clint Bellanger June 7, 2015February 6, 2018 Uncategorized 2 Comments Read more

2014/09/17

Planning flare-game content milestones I’ve settled on the basic main quest and world layout for flare-game. If you want to read a FULL OF SPOILERS and likely to change rough idea of what we’re making: wiki page for World Layout.

Clint Bellanger September 17, 2014February 6, 2018 Uncategorized No Comments Read more

2014/09/08

Medieval Weapons Sound Effects With Flare we’re getting by on art that we make ourselves, commission in small pieces, or reuse from the Creative Commons art community. Want to support Flare in a big way? Along with supporting an untold

Clint Bellanger September 8, 2014February 6, 2018 Uncategorized No Comments Read more

2014/07/15

Bloom experiments I wanted to add a bit of bloom post-processing to see if it makes the shiny metals pop. Compare to the animation in the previous post which doesn’t have this added. This kind of effect might normally be

Clint Bellanger July 15, 2014February 11, 2018 Uncategorized No Comments Read more

2014/07/04

Wandercall armor WIP I’m putting together a simple steel armor set that I’ll be using in early Wandercall testing.

Clint Bellanger July 4, 2014February 11, 2018 Uncategorized No Comments Read more

2014/04/27

Flare Development Log – Apr 24, 2014 Justin is back with an engine development update! What’s new? “Full” paths are used when referencing files from config files Added attribute documentation Removed support for non-alpha images (i.e. “magic pink”) Better input

Clint Bellanger April 27, 2014February 6, 2018 Uncategorized No Comments Read more

2014/03/05

Flare Dev Log – improvements and fixes Justin sends in this report on Flare engine progress. As we’ve been creating and porting game data to the latest engine, we’ve cleaned up a few unhandled glitches. The Flare devs (who are

Clint Bellanger March 5, 2014February 6, 2018 Uncategorized No Comments Read more

2014/02/17

Developer Log – Books Justin’s back with a Flare engine development update! Adaptive frameskipping Menu config file simplification Removed remaining hardcoded sound effects File parser refactoring Books!

Clint Bellanger February 17, 2014February 6, 2018 Uncategorized No Comments Read more
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Latest Blog Posts

  • AppImage issue with version 1.14 December 26, 2022
  • Flare 1.14 December 10, 2022
  • 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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