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Flare

Free/Libre Action Roleplaying Engine

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Author: Clint Bellanger

2012/11/26

Rings part 2 (Art Preview) Here are four more rings for the collection (click here to view part 1). I think I’ll add in some basic bands and upload the set to Open Game Art. gold ouroboros ring gold and

Clint Bellanger November 26, 2012February 11, 2018 Uncategorized No Comments Read more

2012/11/24

The Practicality of CC-BY-SA for Game Art I’ve been going back and forth on some thoughts about Creative Commons licenses for games, especially free/libre games. With license choice there tends to be a divide between ideals and pragmatics. Here’s a

Clint Bellanger November 24, 2012February 6, 2018 Uncategorized No Comments Read more

2012/11/20

Rings (Art Preview) Working on some 3D rings to use as inventory icons. I have plans for about 8 rings, but I may add more as I get good ideas. silver ring with a celtic design gold wrap ring steel

Clint Bellanger November 20, 2012February 11, 2018 Uncategorized No Comments Read more

2012/11/13

New Icons and Items I just pushed an update to flare-game that adds new icons and resets the entire items file. Fair warning: All your delicious loots will disappear if you update from flare-game! This is basically a point-of-no-return for

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

2012/11/08

Armor Icons Now that armor is divided into more slots, we need to introduce new icons to represent all those pieces. The leather chest and steel chest are carried over from the previous icon set, which were made by Blarumyrran.

Clint Bellanger November 8, 2012February 11, 2018 Uncategorized No Comments Read more

2012/11/06

Item Ideas Have item ideas for Flare (the game)? Share them in the comments. Rather than give the same mundane stats to each item slot, I’m leaning towards having an item slot affinity. Boots will tend to have bonuses that

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

2012/10/30

Work in Progress: Items With the additional inventory slots we added recently, we’ll have to change the scale of most of the combat numbers. Each individual piece of armor can have an absorb amount so the overall numbers need to

Clint Bellanger October 30, 2012February 6, 2018 Uncategorized No Comments Read more

2012/10/27

Powers, Hazards, Effects We have evolved an interesting system for handling martial and magical powers in Flare. I want to talk about what’s going on under the hood — it’s a major focus of the new code features for v0.18.

Clint Bellanger October 27, 2012February 6, 2018 Uncategorized No Comments Read more

2012/10/26

Future Flare project: realism vs. style First, have a look at these potion renders. It’s fun to mess around with higher quality art that could be used in later games: Though this work is fun, it’s making me seriously think

Clint Bellanger October 26, 2012February 11, 2018 Uncategorized No Comments Read more

2012/10/24

Tarot Cards I was thinking it might be interesting to add Tarot Cards to some kinds of Action RPGs — maybe as collectables, or quest items, or spell components. Rather than commission a set, I found this old Public Domain

Clint Bellanger October 24, 2012February 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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