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Flare

Free/Libre Action Roleplaying Engine

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Author: Clint Bellanger

2011/12/25

Flare v0.15.1 for Linux I’ve tagged v0.15.1 especially for Linux users. It fixes a couple issues (build flags, random enemy groups) that weren’t an issue on Win or OSX. Those of you working on packages: thanks for your work!

Clint Bellanger December 25, 2011February 6, 2018 Uncategorized No Comments Read more

2011/12/23

Flare v0.15 “Translations and Mods” Screenshots Download Windows OSX Linux Release Notes It’s been a long road! Finally we’re at the v0.15 release with a nice amount of new content. Enjoy! Now using TTF for fonts All game data can

Clint Bellanger December 23, 2011February 11, 2018 Uncategorized No Comments Read more

2011/12/19

I’ll be without consistent Internet access until Wednesday night, Dec 21. I’ll catch up on Pull Requests etc. then. Thanks for understanding!

Clint Bellanger December 19, 2011February 6, 2018 Uncategorized No Comments Read more

2011/12/16

Font Rendering BugFix We were seeing drastic lag when trying to render Cyrillic text (maybe any multi-byte utf8?) in real-time. After digging around and making my algorithms as speedy as I could, it’s still slow. At this point I’m assuming

Clint Bellanger December 16, 2011February 6, 2018 Uncategorized No Comments Read more

2011/12/13

v0.15 String Freeze – Time for Translations If you are interested in translating Flare, now’s the time! There will be no string changes between now and the v0.15 release (coming soon). Take a look at Flare’s github page, inside the

Clint Bellanger December 13, 2011February 6, 2018 Uncategorized No Comments Read more

2011/12/12

Flare v0.15 RC 1 Playing on Windows? Try out the Release Candidate for Flare version v0.15. Translations Tomorrow (Dec 13th) there will be a String Freeze for version 0.15. If you are interested in translating the current content of Flare,

Clint Bellanger December 12, 2011February 6, 2018 Uncategorized No Comments Read more

2011/12/08

Creature Updates Every time we add a lot of new content, everything we’ve done as far as balance goes out the window. As time goes on, though, this balance will start to settle into the right groove. Many of the

Clint Bellanger December 8, 2011February 6, 2018 Uncategorized No Comments Read more

2011/12/05

Grassland Tiles Complete Phew, finally! I’ve posted the set on OpenGameArt.org. If you want to play with the set in Tiled check out the data files over at Flare github site. Time to make some maps! The only art that

Clint Bellanger December 5, 2011February 6, 2018 Uncategorized No Comments Read more

2011/12/01

v0.15 Timeline The primary code for Flare v0.15 is done. Already translations and mods are incredibly useful. Mods let me test all kinds of weird stuff without breaking the build. This weekend I plan to finish up the new raw

Clint Bellanger December 1, 2011February 6, 2018 Uncategorized No Comments Read more

2011/11/28

Grasslands The grasslands are coming along. If you’re playing from the latest github master, you can enable the “frontier” mod to run around the starter outpost village. Here’s what would be nice to round out the tile set. I have

Clint Bellanger November 28, 2011February 6, 2018 Uncategorized No Comments Read more
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Latest Blog Posts

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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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