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Flare

Free/Libre Action Roleplaying Engine

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2012/08/15

Playing On my lunch break. I’m sitting down just to play Flare for the first time in a while. And hey: it’s pretty fun. My favorite thing right now (I can’t help it) is that now so much is configurable.

Clint Bellanger August 15, 2012February 6, 2018 Uncategorized No Comments Read more

2012/08/14

Map on_load events I’ve added a new event type “on_load” that is automatically executed (if campaign requirements are met) when the map is loaded. I specifically needed this to make discovered teleport waypoints remain active. But it’ll have plenty other

Clint Bellanger August 14, 2012February 11, 2018 Uncategorized 1 Comment Read more

2012/08/13

Teleport Circle WIP Going with a simple stone design. I’ll add runes on top of it (glowing and non-glowing versions). In game these will take up a 2×2 tile area. [–Update–] This might be the style we go with for

Clint Bellanger August 13, 2012February 11, 2018 Uncategorized No Comments Read more

2012/08/12

Busy Life It happens to all hobbyist game devs — life gets in the way. But I’m bouncing back soon. I’ve finally finished moving in (well, 99%) to my new apartment. Easy walking distance to my office! I need to

Clint Bellanger August 12, 2012February 6, 2018 Uncategorized No Comments Read more

2012/08/11

Community Spotlight: Polymorphable [Polymorphable is the first released total-conversion mod/game for Flare. Here’s a plug and some great background info from its creators. -Clint] On the eve of her 16th birthday, Polymorphable’s protagonist, Daphne, unwittingly unleashes an ancient evil on

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

2012/08/10

Community Spotlight: Stefan Beller Stefan’s a major contributor to the Tiled map editor and helped us early on with the Flare exporter. He’s taken that Tiled expertise into Flare, where he’s optimized the main map rendering routines by orders of

Clint Bellanger August 10, 2012February 6, 2018 Uncategorized No Comments Read more

2012/08/09

Community Spotlight: Justin Jacobs Justin has been an incredibly valuable contributor for Flare — he’s been a major driving force keeping the pace up on the project. His code quality is impeccable — I read his pull requests diffs not

Clint Bellanger August 9, 2012February 6, 2018 Uncategorized No Comments Read more

2012/08/02

Game Schedule When will we be able to see a new Flare The Game? We’re very close to having all engine features in place — just a few more months and it’ll be “feature complete”. Then the engine enters Beta

Clint Bellanger August 2, 2012February 6, 2018 Uncategorized No Comments Read more

2012/07/31

Configurable Menus The Flare crew has been working hard on making all the menus configurable. Now it’s much easier to change the layout of any of the menus or add a completely different art style. Also we’re working on two

Clint Bellanger July 31, 2012February 11, 2018 Uncategorized No Comments Read more

2012/07/29

RMS discusses Steam on GNU/Linux What does Richard M. Stallman think of Steam coming to GNU/Linux? Read his post over at gnu.org. And here’s a related discussion on Reddit.

Clint Bellanger July 29, 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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