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Free/Libre Action Roleplaying Engine

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Author: Clint Bellanger

2011/08/25

Cabin I need a very small camp/village for the grassland area. So here’s a quick & dirty cabin.

Clint Bellanger August 25, 2011February 11, 2018 Uncategorized No Comments Read more

2011/08/18

Flare mentioned in OpenGameArt talk Here’s Bart Kelsey’s talk at Libre Graphics Meeting 2011 about OpenGameArt. Flare gets a quick mention around the 5 minute mark.

Clint Bellanger August 18, 2011February 6, 2018 Uncategorized No Comments Read more

2011/08/15

Grasslands Tileset List The grasslands is one of those tile sets where 256 tiles aren’t anywhere near enough to fit all the tiles that could belong here. So I’m going to focus on the most-usable tiles and leave some room

Clint Bellanger August 15, 2011February 6, 2018 Uncategorized No Comments Read more

2011/08/09

Slow Times! Flare has taken the back burner while real life stuff has been out of control. It happens. This week I plan to pick back up on this grassland tile set. My next big concern is making sure the

Clint Bellanger August 9, 2011February 11, 2018 Uncategorized No Comments Read more

2011/08/01

Experimenting with Grasslands I made some grass and water tiles before, but I don’t care for the way they turned out. Using particles for grass seems gives me a very noisy grass, and it’s difficult to deal with the translucency

Clint Bellanger August 1, 2011February 11, 2018 Uncategorized No Comments Read more

2011/07/27

SDL_ttf dependency added I don’t take adding dependencies lightly. In my mind, every new dependency is another barrier to building, another possible limitation on various platforms. However, SDL_ttf is likely supported to the same extent that SDL_image and SDL_mixer are.

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

2011/07/21

Follow-up Thought to Bug Tale #1 One reason this bug was hard to see was the delayed trigger — something happens in one part of the code (potion use restores health), but the immediate effect actually doesn’t take place until

Clint Bellanger July 21, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/20

Bug Tale #1 Today I merged many significant patches added by various contributors. It was time to get back into the swing of things and try out the new code. I was especially excited to try pennomi’s new “monster pack”

Clint Bellanger July 20, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/18

Catching up on GitHub I took a few days away from GitHub and Flare to write part of a book chapter, give a talk, and handle other strange affairs. I plan on doing some catching up tonight. Visual Story I’m

Clint Bellanger July 18, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/13

Flare v0.14.1 Bugfix Release I’ve tagged v0.14.1 over at the Flare GitHub site. It patches a significant memory leak in the v0.14 release. If you maintain Flare in a distro repo, I suggest updating to this version. I will update

Clint Bellanger July 13, 2011February 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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