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Flare

Free/Libre Action Roleplaying Engine

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2011/06/06

Officially Moving To GitHub Flare is taking a distinct change in direction with a move to GitHub. The Google Code page will stay up until v0.14 is released, at least (though it will be increasingly out of date). I’ve posted

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

2011/06/03

Git? Linus talks about Git [–Update–] I’ve made a copy of Flare on GitHub. I’ll try this out for a while, see how it goes. As part of this, I want to be more open/accepting to contributions. With git, this

Clint Bellanger June 3, 2011February 6, 2018 Uncategorized No Comments Read more

2011/05/31

Current Questions Q. Is Flare ready for me to make games? A. No. The funny part about software development: the first 90% is easy, it’s the second 90% that is tough. Though Flare appears (at the surface) close to basic

Clint Bellanger May 31, 2011February 6, 2018 Uncategorized No Comments Read more

2011/05/30

Game Slots Here’s a preview of the game slots menu which appears when you want to load a game or start a new game. When clicking on a load slot, I will display the hero’s portrait on the right side.

Clint Bellanger May 30, 2011February 11, 2018 Uncategorized No Comments Read more

2011/05/27

Crazy Code Weekend I’m planning on writing a lot of code this weekend. Fair warning: the latest svn version might not be playable until Monday!

Clint Bellanger May 27, 2011February 6, 2018 Uncategorized No Comments Read more

2011/05/24

Tiled and Maps I’m looking at Tiled’s automapping feature as a way to speed up basic map building. I can set up all the ruleset files for each tile set. For my reference, here’s a much-needed tutorial video on Tiled

Clint Bellanger May 24, 2011February 11, 2018 Uncategorized No Comments Read more

2011/05/20

Violence Action RPGs, traditionally, base the core gameplay around violent combat. Flare is no different. So far I’ve been reluctant to include human enemies. Indiscriminately grinding human mobs seems in poor taste, and perhaps a waste of possibility. I’d prefer

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

2011/05/15

Contributions Lately I’ve gotten several very large contributions to Flare (code and art) that I’ve had to reject. I don’t like doing that. So here are guidelines to helping the project. 0. I might not need help Before I talk

Clint Bellanger May 15, 2011February 6, 2018 Uncategorized No Comments Read more

2011/05/09

Flare Vision Loristan asked: “Clint, what is your vision for Flare, what are you trying to ultimately achieve?” I haven’t thought of Flare in exactly those terms yet. So here goes. First, a list of big goals in approximate time

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

2011/05/07

Joystick Support Artur “Zear” Rojek sends in a patch to add joystick input support for Flare. Excellent! To make that patch really useful, I need to add an aiming option that always aim powers the direction the player is facing.

Clint Bellanger May 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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