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Flare

Free/Libre Action Roleplaying Engine

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2011/02/14

Weekend Update I was able to update several items this weekend (revision 219). Created a nice spear animation Created a goblin spearman to match. You’ll find two in the Atrium and two in the Complex. Updated the cave tileset to

Clint Bellanger February 14, 2011February 6, 2018 Uncategorized No Comments Read more

2011/02/07

Enemy HP Lowered I lowered enemy HP across the board. It shouldn’t be a chore to dispatch one enemy of equal level — this is an action rpg, after all. Enemies that take several hits will now stand out and

Clint Bellanger February 7, 2011February 6, 2018 Uncategorized No Comments Read more

2011/02/06

Cave Test Map and Speed Improvement I’m working on a new cave map. It’s not populated yet but it’s looking great. I also added SDL_DisplayFormatAlpha() calls when loading SDL Surfaces. This seems to greatly improve performance, at least on my

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

2011/01/31

Level Cap raised to 17 I’ve gone ahead and raise the level cap to 17. This allows one hero to unlock the entire proficiency and powers trees. The XP scale will be going through several iterations but should be fine

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

2011/01/29

Enemy Power Cooldowns Added cooldowns per power slot (currently melee physical, melee magical, ranged physical, ranged magical) for enemies. While doing so I noticed that enemy ranged powers weren’t using the global cooldown. No wonder they could shoot/cast so quickly!

Clint Bellanger January 29, 2011February 6, 2018 Uncategorized No Comments Read more

2011/01/25

Dispelling the Cave Magic If you’re wondering how I made those Cave Tiles so that they seamlessly fit together, here’s a rough tutorial.

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

2011/01/23

High Poly Modeling I want to take the time to do nice, polished, high-poly models. But instead I’m putting that time into Flare. The sprites I need are so small that quality models aren’t really necessary. A superb model might

Clint Bellanger January 23, 2011February 6, 2018 Uncategorized No Comments Read more

2011/01/18

Creature Options I’ve given monsters lots of great powers, but it seems silly for identical creatures to throw out very different powers. I want to be proud of each release… so it’s time to make monster varieties. Goblin witchdoctor Skeleton

Clint Bellanger January 18, 2011February 6, 2018 Uncategorized No Comments Read more

2011/01/12

Indie Games I got to play several great indie games in 2010. Even some very small experiences have left a strong impact on the way I see games. Minecraft I’ve put more hours into Minecraft than any other game this

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

2011/01/02

Refactoring Powers II I’ve been working on some tedious refactoring. I’ve got most of the powers moved to config file. Some powers are a bit busted, temporarily. E.g. slingshots will shoot regular arrows. I’ll probably make a new graphic that

Clint Bellanger January 2, 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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