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Flare

Free/Libre Action Roleplaying Engine

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Author: Clint Bellanger

2011/11/27

v0.15 coming soon We’ve been busy on v0.15. I know there hasn’t been a new blog post in a while, but simply take a peek at the Flare github network graph to see the action. All of the technical features

Clint Bellanger November 27, 2011February 6, 2018 Uncategorized No Comments Read more

2011/11/04

Translations First, I want to thank everyone sending in translations. You guys are awesome, and it makes testing our newest code that much easier. However, fair warning: all of this data is subject to change. The current game data amounts

Clint Bellanger November 4, 2011February 6, 2018 Uncategorized No Comments Read more

2011/10/27

In Development for v0.15 Translations Thane is working on translation support. After some deliberation, we decided to use a very simplified set of gettext rules and .po files. This is mainly because I’m always reluctant to add large dependencies to

Clint Bellanger October 27, 2011February 6, 2018 Uncategorized No Comments Read more

2011/10/24

Flare in Debian Flare is now a package in Debian (unstable). Wow! Special thanks to Manuel A. Fernandez Montecelo and Jan-Hendrik (hennr) Peters for the legwork. Putting FIRE in Flare! I’ve been on a bit of a code hiatus while

Clint Bellanger October 24, 2011February 6, 2018 Uncategorized No Comments Read more

2011/10/22

Relearning Blender I’m messing around with the latest Blender (2.6) after sticking with 2.49 for as long as I could. It will take a while before I feel proficient with the new interface. Most of my previous work carries over.

Clint Bellanger October 22, 2011February 6, 2018 Uncategorized No Comments Read more

2011/09/27

Cost of Game Development A nice read: Game budgets, a powers-of-10 overview

Clint Bellanger September 27, 2011February 6, 2018 Uncategorized No Comments Read more

2011/09/17

GNU gettext Rather than roll my own translation solution, I think it makes the most sense to simply use GNU gettext. This would obsolete our recent work on the MessageEngine, which essentially is a similar solution. If anyone has advice

Clint Bellanger September 17, 2011February 6, 2018 Uncategorized No Comments Read more

2011/09/12

Grassland Preview Let’s take a look at the almost-complete Grassland tile set (click to enlarge). I’ll add more trees, rocks, and various set pieces as needed. New Scale Hero Preview It’s likely that this new scale will be used in

Clint Bellanger September 12, 2011February 11, 2018 Uncategorized No Comments Read more

2011/09/06

The Game Plan Flare is only going to be relevant if I release several games: improve the engine each time until it’s proven and practical. I’m going to save the new game scale for game #2. For now I’m going

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

2011/08/28

Sprite Scale I’ve been experimenting with larger scale sprites. Here is the base human male at the current scale (each tile is 1.5m) and the proposed new scale (each tile is 1m). I’ve applied a high quality normal map to

Clint Bellanger August 28, 2011February 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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