Flare Art Here’s a list of art I’d like to see in Flare soon. Grassland Tileset A good grassland tileset will, of course, have excellent grass — this is way harder than it looks. Have a look at my first
2011/03/08
Another v0.11 video: this time showing off more powers.
2011/03/07
Why yet another Diablo-like? Flare is mentioned in this post about 4 problems with FOSS games. The author says “I’m actually pretty psyched about FLARE, but if I was a Windows user I’d probably be thinking ‘why not just reinstall
2011/03/04
Flare r247 binary for Windows I’ve released an out-of-band, UNSTABLE AND EXPERIMENTAL binary of the latest code — mainly to show off the contributions by Cheshire. https://code.google.com/p/flare-engine/downloads/detail?name=flare_win_r247.zip If there’s demand for an OSX binary of the same, I’ll release it
2011/03/03
Mouse Movement Pavel Kirpichyov “Cheshire” has submitted a patch that enables mouse movement to Flare. For those of you who prefer that method, it’s a great start! Look for revision 237 or later. To enable mouse movement, set mouse_move=true in
2011/03/02
v0.11 Video by Sunburn. Warning: a couple spoilers of the new Cave level. Over 1500 downloads in 2 days No real publicity or advertising — basically there are hundreds of people very interested in the project and its progress. Excellent!
2011/02/28
Flare v0.11 “Enemy Powers” Flare v0.11 is up! It’s been a long, busy four months and I’m finally back on track. The focus on this release is Enemy Powers! Enemies have four slots for powers. New enemies shoot bows, cast
2011/02/26
v0.11 Release Candidate Google Code revision 232 represents the release candidate for v0.11. As far as I know, the code features I want are complete. I may still add a couple bug fixes. I’ll also add a few tweaks to
2011/02/24
Monster Levels and Power Definitions Two new Wiki pages have been added. Monster Levels is a guideline of what base stats a monster should have at each level. It’s kinda untested at the moment, so these numbers will shift as
2011/02/15
Random Updates Fireball (a ranged magic spell cast by some enemies) has new art. I figured out that fire has to be significantly turbulent to register as animated, especially when flying across the screen. This isn’t something I planned on