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Free/Libre Action Roleplaying Engine

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Author: Clint Bellanger

2012/04/07

Learning HTML5/canvas/js Here’s a palate-cleanser sized game. I put this together in 24 hours to learn about new web game tech. Karma Slots!

Clint Bellanger April 7, 2012February 6, 2018 Uncategorized No Comments Read more

2012/04/05

Starting Small I spend a lot of time in r/gamedev. At least once a day, some young person eager to get into game development pitches their big idea. Almost invariably, their game idea is too big.

Clint Bellanger April 5, 2012February 6, 2018 Uncategorized No Comments Read more

2012/04/03

Focus: Game or Engine? I’m pondering the focus for the near-future of Flare. Please add your opinion to the discussion. Code Conventions Flare might be run a bit different than other Free Software projects. The main strange thing: there’s not

Clint Bellanger April 3, 2012February 6, 2018 Uncategorized No Comments Read more

2012/04/01

Wyvern posted to OpenGameArt Check out the Wyvern at OpenGameArt. Wyvern data I’ve also added Wyvern data to mods/fantasycore. Try placing a “wyvern” or “wyvern_adult” on an existing map. The large wyvern actually looks fun, but there are a couple

Clint Bellanger April 1, 2012February 11, 2018 Uncategorized No Comments Read more

2012/03/29

Wyvern with diffuse texture Flare artist Justin Nichol has delivered the final Wyvern diffuse texture. See it in action! I’ll be tweaking a couple of the animations (the feet need to do more than just hang there) and adding a

Clint Bellanger March 29, 2012February 11, 2018 Uncategorized No Comments Read more

2012/03/28

Base Hero Updates (WIP) Testing the updated Hero mesh and rig with an attack animation. The mesh has some better topology than before and still clocks in at right under 1k tris. The high-quality normal map is applied (no diffuse

Clint Bellanger March 28, 2012February 11, 2018 Uncategorized No Comments Read more

2012/03/20

New Commissions Flare received a generous donation this week, so we’ll be kicking off new commissions! The Wyvern texture commission is in the works (WIP preview), and I’ve contacted our lead sound guy to do the Wyvern sound effects. I’ve

Clint Bellanger March 20, 2012February 6, 2018 Uncategorized No Comments Read more

2012/03/13

EnemyBehavior I created a “behavior” branch in git for hacking away at the Enemy class logic. A creature “Has-A” behavior so the EnemyBehavior object is a component of Enemy. Encapsulation is a bit messy because the Behavior needs to access

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

2012/03/12

0.16 Plans Our ideal release date for v0.16 (March 31) is coming soon. Time is getting away from me due to lots of other life things going on. Absolutely no worries though — progress will come when it’s ready. If

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

2012/03/03

Wyvern data added Some WIP Wyvern data has been added to Flare’s “fantasycore” mod. It’s not finished, but it’s useful to test the current animations. Try adding a new Wyvern to an existing map to see how they look. Note

Clint Bellanger March 3, 2012February 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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