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Flare

Free/Libre Action Roleplaying Engine

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Author: Clint Bellanger

2012/07/23

Interface Modding I’m back from vacation! I didn’t have reliable internet access last week, so if I’ve missed an important email please resend. Thanks. Over the last week the crew has been working at making Flare’s menus highly configurable. We’re

Clint Bellanger July 23, 2012February 6, 2018 Uncategorized No Comments Read more

2012/07/13

Community Spotlight: Justin Nichol Before Double Fine opened the Kickstarter floodgates on the game dev world, Justin Nichol ran a successful campaign for creating Fantasy Portraits for Flare. Since then he’s contributed excellent concept art and model textures. 1. Where

Clint Bellanger July 13, 2012February 6, 2018 Uncategorized No Comments Read more

2012/07/11

Community Spotlight: Igor Paliychuk Igor has done a lot of work with the Configuration menu in Flare. Beyond that, he’s added a really interesting feature that we plan to showcase more in future versions: the hero can transform into any

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

2012/07/10

Community Spotlight: Brandon Morris If any particular song in Flare is bringing you back to the good old days of dark/gothic dungeon crawl goodness, you’re probably hearing the handiwork of composer Brandon Morris. Here’s his spotlight! 1. Where are you

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

2012/07/09

Community Spotlight: Thane Brimhall I’m starting a new occasional blog entry called Contributor Spotlight. Flare is supported by a great group of volunteers and they deserve some public kudos! Today’s spotlight is on Thane Brimhall. Besides having a ridiculously awesome

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

2012/07/07

Flare v0.16 Released! Flare version 0.16 is ready for playing and modding! Originally slated as “Advanced Enemies”, this update actually includes a wide variety of engine updates. Release Highlights Improved enemy pathfinding, including flying creatures Summon or transform into enemies!

Clint Bellanger July 7, 2012February 11, 2018 Uncategorized No Comments Read more

2012/07/06

Animated Tiles To show off the new animated tiles feature, the lit braziers are now in motion. Last Call For Translations Last call for translations for inclusion in the v0.16 release!

Clint Bellanger July 6, 2012February 11, 2018 Uncategorized No Comments Read more

2012/07/05

Render lighting This week I’ve taken the time to re-render some of the oldest assets with updated lighting. This includes 3-point lights, ambient light, ambient occlusion, and rendered using the smoother Mitchell-Netravali anti-aliasing. Where possible I left the assets using

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

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
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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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