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Free/Libre Action Roleplaying Engine

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Author: Clint Bellanger

2010/09/04

Averguard Complex Added the last wing of the Averguard Keep: the Complex. The monster composition is significantly harder than the other wings.

Clint Bellanger September 4, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/03

Experience and Leveling Up I’m on a code spree; v0.09 might come soon. The major addition I wanted to do for v0.09 is XP and Levels. I plan to use a very simple system to start: xp granted by killing

Clint Bellanger September 3, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/02

Gold Coins The latest check-in has gold coins dropping from creatures/containers. Warning: if you get over 2 billion gold you might end up with negative 2 billion 🙂 Respawning The latest Google Code check-in allows respawning. Grab this updated code

Clint Bellanger September 2, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/01

OSARE v0.08 “Loot” Released The newest OSARE release is focused on loot. Over 500 items are in the game, dropped from enemies or found in treasure chests. I also added the starting logic for the Log Menu (and a heads-up

Clint Bellanger September 1, 2010February 6, 2018 Uncategorized No Comments Read more

2010/08/30

Bug Testing for v0.08 The latest OSARE Google Code check-in is my candidate for v0.08. Included is nearly 600 game items, lootable from creatures and containers. You start without any equipment, so it’s kinda fun to see how long you

Clint Bellanger August 30, 2010February 6, 2018 Uncategorized No Comments Read more

2010/08/29

Item Database All of the coding is done for the v0.08 loot update. Woot! What remains is adding all the starting game items to items.txt. This is impractical to create or maintain by hand. What I’m going to do is

Clint Bellanger August 29, 2010February 6, 2018 Uncategorized No Comments Read more

2010/08/26

Loot Stats Finally got all the starting loot animations done. As far as I know, this means I’m completely done with art assets for v0.08. More will be added in later releases but this is plenty for now. I checked

Clint Bellanger August 26, 2010February 6, 2018 Uncategorized No Comments Read more

2010/08/18

Loot Animation Making a list of the loot animations I need. Just to keep track. Essentially every item type has a unique icon and loot animation, and possibly a character layer if it is a main/off/body item. 0.08 will contain

Clint Bellanger August 18, 2010February 6, 2018 Uncategorized No Comments Read more

2010/08/08

Loot Lots of real life events have been overshadowing my OSARE time. Thanks to all of you who still have interest in the project. I’m only 2-3 coding sessions (and an art/data session) away from being done with loot. Currently

Clint Bellanger August 8, 2010February 6, 2018 Uncategorized No Comments Read more

2010/07/08

Unicode Unicode is slightly intimidating, but I think I’ve found the most useful way to tackle it in my game. GNU Unifont is a GPL-licensed bitmapped font that I can work with. It is fixed height (16 pixels tall) and

Clint Bellanger July 8, 2010February 6, 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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