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Flare

Free/Libre Action Roleplaying Engine

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2010/05/25

Skeletons! I just finished adding support for multiple enemy types. The maps now have both zombies and skeletons. There are weak, strong, and boss versions of both. You can infer what kind they are by how fast they move and

Clint Bellanger May 25, 2010February 6, 2018 Uncategorized No Comments Read more

2010/05/24

Containers and Switches I added support for map containers and switches. Currently these are all “pressure plate” type activation, where you merely walk onto a certain tile area to interact. In most games of this genre you click on objects

Clint Bellanger May 24, 2010February 6, 2018 Uncategorized No Comments Read more

2010/05/19

Footsteps I added footstep sound effects to OSARE (look at the Google Code link for the bleeding edge stuff). The game’s animations are frame-based not millisecond-based so everything slows down when framerate drops; thus I need to play a new

Clint Bellanger May 19, 2010February 6, 2018 Uncategorized No Comments Read more

2010/05/16

OSARE v.0.05 OSARE version 0.05 is now up. Added map transitions Added a starter dungeon with three wings named Averguard Hold (click for map) Added support for hex or dec map data format Changed definition files to use = instead

Clint Bellanger May 16, 2010February 11, 2018 Uncategorized No Comments Read more

2010/05/15

Editing OSARE Maps with Tiled I’m using Tiled to do most of my OSARE map editing. Here’s how my current process works: I have specially-made tileset images for Tiled. The indexes for those correspond to the OSARE tilesets. I edit

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

2010/05/09

Tiled Today I tried using Tiled to edit maps for OSARE. It took a bit of work to set up, but I think it’s worth it. My maps use CSV for tile data. The latest Tiled release (0.4.1) supports writing

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

2010/05/06

Town Tiles Testing some medieval building tiles: [–Update–] Done! Medieval Building Tiles

Clint Bellanger May 6, 2010February 12, 2018 Broken Images, Uncategorized No Comments Read more

2010/04/30

Dungeon Entrances I’ve been working on some larger graphics for dungeon entrances and other set pieces.

Clint Bellanger April 30, 2010February 12, 2018 Uncategorized No Comments Read more

2010/04/29

Free Gamer Blog plug qubodup has plugged OSARE over at the Free Gamer blog. Sweet! Map Loading Collecting my thoughts on map loading. The following things have to occur to dump an old map and load a new one: User

Clint Bellanger April 29, 2010February 6, 2018 Uncategorized No Comments Read more

2010/04/28

Looking Towards 0.05 I’ve been pretty busy with life and work, so I haven’t really touched anything yet for 0.05. The first step is to narrow down what sounds fun to work on. If I think about the project as

Clint Bellanger April 28, 2010February 6, 2018 Uncategorized No Comments Read more
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  • 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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