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Free/Libre Action Roleplaying Engine

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2010/09/15

Powers Progress Shoot Swing Lore Return Bleed Block Shock Heal Multishot Warcry Quake Shield Cleave Charge Freeze Teleport Piercing Shot Vengeance Burn Time Stop

Clint Bellanger September 15, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/14

Buffs and Debuffs These buffs/debuffs are planned for my game: DamageOverTime: lose 1 hp per second for the duration (e.g. bleed, poison) HealingOverTime: gain 1 hp per second for the duration (e.g. food) Stun: unable to move/act for the duration

Clint Bellanger September 14, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/13

Missile Accuracy Missile spells have a radius and speed. Radius is how close a creature has to be to the projectile for an attack roll to take place. Speed is the distance the projectile moves each frame. Mouse aiming shouldn’t

Clint Bellanger September 13, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/12

AOE Spells I added a couple AOE spells, as those are fairly easy to implement: Quake and Burn. Note Quake doesn’t have its Stun component yet. Also note that these spells are massively overpowered at the moment. I will be

Clint Bellanger September 12, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/11

Projectiles The latest check-in (revision 128) contains simple support for projectiles: arrows and shock spell. Note that Shock isn’t fully implemented (it doesn’t chain). You can’t use Shoot unless you have a ranged weapon equipped. Normally you wouldn’t be able

Clint Bellanger September 11, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/10

Armory Page The new Armory page lists all the weapons and armor currently in the game! Vista Workaround Using Vista but having problems with OSARE? I’ve uploaded v0.09b which may help. It looks like when running an .exe from Windows

Clint Bellanger September 10, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/09

Action Bar and Powers Time to nail down the logistics of the Action Bar and Powers. Action Bar already has a place in the dependency hierarchy: GameEngine -> MenuManager -> MenuActionBar. Note that Avatar.logic() will need to read from MenuActionBar

Clint Bellanger September 9, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/08

Why? I want to write a long overdue post about why I’m making OSARE. So many thoughts churning through my head that I need to commit them to paper so I have room to think again. I turned 30 this

Clint Bellanger September 8, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/06

What’s Next for OSARE? I pushed a lot of new code out this last week. It feels pretty good to sit back and just play the game for a while. I have a hero up to level 6 wearing mostly

Clint Bellanger September 6, 2010February 6, 2018 Uncategorized No Comments Read more

2010/09/05

OSARE v0.09 Released A fast release this time! Less than a week since v0.08, I’ve been having lots of fun coding updates. Games are automatically saved upon exit. Level Up system in place! You must meet requirements to equip items

Clint Bellanger September 5, 2010February 6, 2018 Uncategorized No Comments Read more
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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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