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Flare

Free/Libre Action Roleplaying Engine

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Author: Clint Bellanger

2012/09/26

Desura Thanks to some solid help (from feillyne and protektor), Flare is now available through Desura! (Release announcement) If you’re just discovering Flare through Desura, welcome! I started F.L.A.R.E (Free/Libre Action Roleplaying Engine) 3 years ago to create a great

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

2012/09/22

Dungeon Doors Continuing the theme of updating the really old Dungeon Tile Set. For the longest time I couldn’t figure out a good way (artistically and technically) to mark exits on maps. Since very early version of Flare we’ve been

Clint Bellanger September 22, 2012February 11, 2018 Uncategorized No Comments Read more

2012/09/19

v0.17 Dates There will be a String Freeze at the end of the day this Friday, September 21st. This means that no new or changed translated strings will be accepted, so that translators can perform their work. If you are

Clint Bellanger September 19, 2012February 6, 2018 Uncategorized No Comments Read more

2012/09/17

Separate Engine and Game Repos It’s time to separate Flare into two repos: Engine and Game. But exactly how to do that is unclear. Apologies ahead of time: I’m going to butcher git terminology here. We want just the engine

Clint Bellanger September 17, 2012February 6, 2018 Uncategorized No Comments Read more

2012/09/13

Ethics in Game Design: Respecting the Player’s Time [Cross-post from a thread on OpenGameArt] My opinion is going to be controversial here, but it’s worth sharing. There are things that players love, that are addicting, but are poor game design.

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

2012/09/10

Dungeon Stairs I’ve been planning several key additions to Flare’s core tile sets — we want game designers to have the proper assets to create interesting maps. This weekend I created these Dungeon Stairs: Here are some various thoughts on

Clint Bellanger September 10, 2012February 11, 2018 Uncategorized No Comments Read more

2012/09/04

Bastion This weekend I was tempted to run out and purchase Guild Wars 2, but decided to stay in and give some love to my Steam library instead. In particular, I finally took the time to play through most of,

Clint Bellanger September 4, 2012February 6, 2018 Uncategorized No Comments Read more

2012/08/30

The art of removing features Il semble que la perfection soit atteinte non quand il n’y a plus rien à ajouter, mais quand il n’y a plus rien à retrancher. (Antoine de Saint-Exupéry, Terre des Hommes, 1939). [It seems that

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

2012/08/24

Making Omelets There’s an English idiom: “you have to crack a few eggs to make an omelet”. It means that to make something, often it requires destroying something else. We’re doing heavy refactoring of the Flare engine right now. Part

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

2012/08/21

Tile Set improvements The current 3 tile sets will get some love and polish before we start making final maps. If you have ideas on what tiles we can add to these sets, please share them!

Clint Bellanger August 21, 2012February 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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