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Free/Libre Action Roleplaying Engine

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2011/07/09

Free Gamer and HD Video qubodup over at Free Gamer posted a update about Flare v0.14. He also recorded this 720p HD video of the game running in Linux. Thanks qubodup!

Clint Bellanger July 9, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/07

Flare v0.14 “Main Menus” Released This release is all about wrapping the core gameplay in main menus, pushing Flare closer to feature-completeness. Now players have four game slots to experiment with different builds. Also, choose your gender and a portrait

Clint Bellanger July 7, 2011February 11, 2018 Uncategorized No Comments Read more

2011/07/06

Map Progression I’ve been thinking about story progression in terms of maps and tile sets. There are specific tile sets I want to build. Some just because they sound fun, some because I want to cover various elemental themes (sorta

Clint Bellanger July 6, 2011February 6, 2018 Uncategorized No Comments Read more

2011/07/05

Windows Ready Here is a Windows release candidate for v0.14. We have a few more minor data changes but the code is ready for testing. And here’s the OSX release candidate for v0.14 v0.14 Testing The current code is the

Clint Bellanger July 5, 2011February 6, 2018 Uncategorized No Comments Read more

2011/06/28

Isometric Hero and Heroine I’ve uploaded all the hero/heroine sprite art to OpenGameArt under CC-BY-SA 3.0. Flare v0.16 focus Flare v0.16 will be about Improved Enemies. We need enemies to be smarter, have better pathfinding, attack in packs, etc. Smarter

Clint Bellanger June 28, 2011February 6, 2018 Uncategorized No Comments Read more

2011/06/25

Female Sprites added Very exciting — one of the huge art components needed for v0.14 is ready. All the female sprites have been added! There are only a handful of art pieces left for v0.14: Close menu button Close dialog/talker

Clint Bellanger June 25, 2011February 6, 2018 Uncategorized No Comments Read more

2011/06/21

Note To Self (Art Scale) Herein I justify the current scale of Flare’s art. I’m writing this because I get tempted to scale the art up often. Here are reasons why it’s not a great idea, and that I should

Clint Bellanger June 21, 2011February 6, 2018 Uncategorized No Comments Read more

2011/06/20

Test Build for Windows Here is a Flare test build for Windows. Many of the new v0.14 features are ready (mostly the main menu systems). What’s left before the v0.14 release: Fix some placeholder art Implement OS-specific folder usage Add

Clint Bellanger June 20, 2011February 6, 2018 Uncategorized No Comments Read more

2011/06/12

Flare Progress Flare is coming along nicely. Several of you are helping with much-needed cleanup and refactoring of the code. New neat features are being added (e.g. better multi-missile options). I’ve finally rendered the male armor layers without heads. I’ve

Clint Bellanger June 12, 2011February 6, 2018 Uncategorized No Comments Read more

2011/06/07

New Character Screen ASCII sketch time! ####### Choose a Portrait ######## Base Type # # # # (*) Human Male # # ( ) Human Female # # ( ) etc # # # # < # # > #

Clint Bellanger June 7, 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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