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Flare

Free/Libre Action Roleplaying Engine

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2012/02/27

Wyvern Animations Experimenting with Wyvern animations.

Clint Bellanger February 27, 2012February 11, 2018 Uncategorized No Comments Read more

2012/02/24

Vacation Last weekend I went on a short trip to New Orleans. Along the way I got some really great game design ideas. There’s nothing like visiting an “unusual” culture to spur new ideas. Notes to self: Bronze Dungeon Mossy

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

2012/02/14

Wyvern Armature The wings can get a bit funny but they’re decent enough for most practical poses.

Clint Bellanger February 14, 2012February 11, 2018 Uncategorized No Comments Read more

2012/02/13

Wyvern WIP Having fun with the low poly wyvern. With every new model I create, I learn just a little more about effective poly use and edge flow. I still feel like I’m stumbling around (and sometimes getting lucky). Example:

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

2012/02/09

Paypal Donate button added By request of a community member, I’ve added a Paypal Donate button to the sidebar. I also created a Donation Info/Log page to document where the money goes. Regarding Flare’s funding: so far most of Flare

Clint Bellanger February 9, 2012February 6, 2018 Uncategorized 1 Comment Read more

2012/02/08

Portraits by Justin Nichol Congrats to Justin Nichol, who has finished the Creative Commons Fantasy Portrait Marathon! Soon all 30 portraits will appear as NPC options in Flare. [–Update–] All portraits now on OpenGameArt!

Clint Bellanger February 8, 2012February 6, 2018 Uncategorized No Comments Read more

2012/01/30

Wyvern, perhaps To break past this EnemyBehavior code, I think the best course of action is to make a new creature that requires new code. I’ll start working on a “wyvern” creature type. Sort of a small flying dragon. Ideally,

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

2012/01/25

EnemyBehavior I’ve been thinking about the EnemyBehavior interface and it’s tricky. I’m trying to plan for several future enemy types, but not having those spec’d out makes it hard to design the interface. Ideally, I’d code up a few very

Clint Bellanger January 25, 2012February 6, 2018 Uncategorized No Comments Read more

2012/01/09

Code Diagram I drew up a quick diagram of how Flare’s code is structured. This mainly shows parent/child/sibling relationship of the main objects. Not all objects and relationships are shown, but this should give you a rough idea of how

Clint Bellanger January 9, 2012February 11, 2018 Uncategorized No Comments Read more

2011/12/31

Two Years of Flare If you check the archives you’ll see that Flare v0.01 was released on Jan 1, 2010. That means I started work on Flare a bit over two years ago. Have a nostalgic peek at the v0.01

Clint Bellanger December 31, 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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