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    <title>FLARE News</title>
    <link>http://clintbellanger.net/rpg/</link>
    <description>FLARE News (Free Libre Action Roleplaying Engine)</description>
    <item>
      <title>20120214</title>
      <link>http://clintbellanger.net/rpg/blog/20120214</link>
      <description>Wyvern Armature


The wings can get a bit funny but they're decent enough for most practical poses.



  



  


</description>
    </item>
    <item>
      <title>20120213</title>
      <link>http://clintbellanger.net/rpg/blog/20120213</link>
      <description>Wyvern WIP


Having fun with the low poly wyvern. With every new model I create, I learn just a little more about effective p</description>
    </item>
    <item>
      <title>20120209</title>
      <link>http://clintbellanger.net/rpg/blog/20120209</link>
      <description>Paypal Donate button added


By request of a community member, I've added a Paypal Donate button to the sidebar. I also creat</description>
    </item>
    <item>
      <title>20120208</title>
      <link>http://clintbellanger.net/rpg/blog/20120208</link>
      <description>Portraits by Justin Nichol


Congrats to Justin Nichol, who has finished the Creative Commons Fantasy Portrait Marathon! Soon</description>
    </item>
    <item>
      <title>20120130</title>
      <link>http://clintbellanger.net/rpg/blog/20120130</link>
      <description>Wyvern, perhaps


To break past this EnemyBehavior code, I think the best course of action is to make a new creature that req</description>
    </item>
    <item>
      <title>20120125</title>
      <link>http://clintbellanger.net/rpg/blog/20120125</link>
      <description>EnemyBehavior


I've been thinking about the EnemyBehavior interface and it's tricky. I'm trying to plan for several future e</description>
    </item>
    <item>
      <title>20120109</title>
      <link>http://clintbellanger.net/rpg/blog/20120109</link>
      <description>Code Diagram


I drew up a quick diagram of how Flare's code is structured. This mainly shows parent/child/sibling relationsh</description>
    </item>
    <item>
      <title>20111231</title>
      <link>http://clintbellanger.net/rpg/blog/20111231</link>
      <description>Two Years of Flare


If you check the archives you'll see that Flare v0.01 was released on Jan 1, 2010. That means I started </description>
    </item>
    <item>
      <title>20111225</title>
      <link>http://clintbellanger.net/rpg/blog/20111225</link>
      <description>Flare v0.15.1 for Linux


I've tagged v0.15.1 especially for Linux users. It fixes a couple issues (build flags, random enemy</description>
    </item>
    <item>
      <title>20111223</title>
      <link>http://clintbellanger.net/rpg/blog/20111223</link>
      <description>Flare v0.15 "Translations and Mods"



Screenshots










Download


  Windows
  OSX
  Linux


Release</description>
    </item>
    <item>
      <title>20111219</title>
      <link>http://clintbellanger.net/rpg/blog/20111219</link>
      <description>
I'll be without consistent Internet access until Wednesday night, Dec 21. I'll catch up on Pull Requests etc. then. Thanks for</description>
    </item>
    <item>
      <title>20111216</title>
      <link>http://clintbellanger.net/rpg/blog/20111216</link>
      <description>Font Rendering BugFix


We were seeing drastic lag when trying to render Cyrillic text (maybe any multi-byte utf8?) in real-t</description>
    </item>
    <item>
      <title>20111213</title>
      <link>http://clintbellanger.net/rpg/blog/20111213</link>
      <description>v0.15 String Freeze - Time for Translations


If you are interested in translating Flare, now's the time! There will be no st</description>
    </item>
    <item>
      <title>20111212</title>
      <link>http://clintbellanger.net/rpg/blog/20111212</link>
      <description>Flare v0.15 RC 1


Playing on Windows? Try out the Release Candidate for Flare version v0.15.


Translations


Tomorrow</description>
    </item>
    <item>
      <title>20111208</title>
      <link>http://clintbellanger.net/rpg/blog/20111208</link>
      <description>Creature Updates


Every time we add a lot of new content, everything we've done as far as balance goes out the window. As ti</description>
    </item>
    <item>
      <title>20111205</title>
      <link>http://clintbellanger.net/rpg/blog/20111205</link>
      <description>Grassland Tiles Complete


Phew, finally! I've posted the set on OpenGameArt.org. If you want to play with the set in Tiled c</description>
    </item>
    <item>
      <title>20111201</title>
      <link>http://clintbellanger.net/rpg/blog/20111201</link>
      <description>v0.15 Timeline


The primary code for Flare v0.15 is done. Already translations and mods are incredibly useful. Mods let me t</description>
    </item>
    <item>
      <title>20111128</title>
      <link>http://clintbellanger.net/rpg/blog/20111128</link>
      <description>Grasslands


The grasslands are coming along. If you're playing from the latest github master, you can enable the "frontier" </description>
    </item>
    <item>
      <title>20111127</title>
      <link>http://clintbellanger.net/rpg/blog/20111127</link>
      <description>v0.15 coming soon


We've been busy on v0.15. I know there hasn't been a new blog post in a while, but simply take a peek at </description>
    </item>
    <item>
      <title>20111104</title>
      <link>http://clintbellanger.net/rpg/blog/20111104</link>
      <description>Translations


First, I want to thank everyone sending in translations. You guys are awesome, and it makes testing our newest</description>
    </item>
    <item>
      <title>20111027</title>
      <link>http://clintbellanger.net/rpg/blog/20111027</link>
      <description>In Development for v0.15

Translations


Thane is working on translation support. After some deliberation, we decided to us</description>
    </item>
    <item>
      <title>20111024</title>
      <link>http://clintbellanger.net/rpg/blog/20111024</link>
      <description>Flare in Debian


Flare is now a package in Debian (unstable). Wow! Special thanks to Manuel A. Fernandez Montecelo and Jan-H</description>
    </item>
    <item>
      <title>20111022</title>
      <link>http://clintbellanger.net/rpg/blog/20111022</link>
      <description>Relearning Blender


I'm messing around with the latest Blender (2.6) after sticking with 2.49 for as long as I could. It wil</description>
    </item>
    <item>
      <title>20110927</title>
      <link>http://clintbellanger.net/rpg/blog/20110927</link>
      <description>Cost of Game Development


A nice read: Game budgets, a powers-of-10 overview
</description>
    </item>
    <item>
      <title>20110917</title>
      <link>http://clintbellanger.net/rpg/blog/20110917</link>
      <description>GNU gettext


Rather than roll my own translation solution, I think it makes the most sense to simply use GNU gettext. This w</description>
    </item>
    <item>
      <title>20110912</title>
      <link>http://clintbellanger.net/rpg/blog/20110912</link>
      <description>Grassland Preview


Let's take a look at the almost-complete Grassland tile set (click to enlarge).







I'll add m</description>
    </item>
    <item>
      <title>20110906</title>
      <link>http://clintbellanger.net/rpg/blog/20110906</link>
      <description>The Game Plan


Flare is only going to be relevant if I release several games: improve the engine each time until it's proven</description>
    </item>
    <item>
      <title>20110828</title>
      <link>http://clintbellanger.net/rpg/blog/20110828</link>
      <description>Sprite Scale


I've been experimenting with larger scale sprites. Here is the base human male at the current scale (each tile</description>
    </item>
    <item>
      <title>20110825</title>
      <link>http://clintbellanger.net/rpg/blog/20110825</link>
      <description>Cabin


I need a very small camp/village for the grassland area. So here's a quick &amp; dirty cabin.




</description>
    </item>
    <item>
      <title>20110818</title>
      <link>http://clintbellanger.net/rpg/blog/20110818</link>
      <description>Flare mentioned in OpenGameArt talk


Here's Bart Kelsey's talk at Libre Graphics Meeting 2011 about OpenGameArt.





</description>
    </item>
    <item>
      <title>20110815</title>
      <link>http://clintbellanger.net/rpg/blog/20110815</link>
      <description>Grasslands Tileset List


The grasslands is one of those tile sets where 256 tiles aren't anywhere near enough to fit all the</description>
    </item>
    <item>
      <title>20110809</title>
      <link>http://clintbellanger.net/rpg/blog/20110809</link>
      <description>Slow Times!


Flare has taken the back burner while real life stuff has been out of control. It happens.



This week I p</description>
    </item>
    <item>
      <title>20110801</title>
      <link>http://clintbellanger.net/rpg/blog/20110801</link>
      <description>Experimenting with Grasslands


I made some grass and water tiles before, but I don't care for the way they turned out. Using</description>
    </item>
    <item>
      <title>20110727</title>
      <link>http://clintbellanger.net/rpg/blog/20110727</link>
      <description>SDL_ttf dependency added


I don't take adding dependencies lightly. In my mind, every new dependency is another barrier to b</description>
    </item>
    <item>
      <title>20110721</title>
      <link>http://clintbellanger.net/rpg/blog/20110721</link>
      <description>Follow-up Thought to Bug Tale #1


One reason this bug was hard to see was the delayed trigger -- something happens in one pa</description>
    </item>
    <item>
      <title>20110720</title>
      <link>http://clintbellanger.net/rpg/blog/20110720</link>
      <description>Bug Tale #1


Today I merged many significant patches added by various contributors. It was time to get back into the swing o</description>
    </item>
    <item>
      <title>20110718</title>
      <link>http://clintbellanger.net/rpg/blog/20110718</link>
      <description>Catching up on GitHub


I took a few days away from GitHub and Flare to write part of a book chapter, give a talk, and handle</description>
    </item>
    <item>
      <title>20110713</title>
      <link>http://clintbellanger.net/rpg/blog/20110713</link>
      <description>Flare v0.14.1 Bugfix Release


I've tagged v0.14.1 over at the Flare GitHub site. It patches a significant memory leak in the</description>
    </item>
    <item>
      <title>20110709</title>
      <link>http://clintbellanger.net/rpg/blog/20110709</link>
      <description>Free Gamer and HD Video


qubodup over at Free Gamer posted a update about Flare v0.14. He also recorded this 720p HD video o</description>
    </item>
    <item>
      <title>20110707</title>
      <link>http://clintbellanger.net/rpg/blog/20110707</link>
      <description>Flare v0.14 "Main Menus" Released


This release is all about wrapping the core gameplay in main menus, pushing Flare closer </description>
    </item>
    <item>
      <title>20110706</title>
      <link>http://clintbellanger.net/rpg/blog/20110706</link>
      <description>Map Progression


I've been thinking about story progression in terms of maps and tile sets.



There are specific tile s</description>
    </item>
    <item>
      <title>20110705</title>
      <link>http://clintbellanger.net/rpg/blog/20110705</link>
      <description>Windows Ready


Here is a Windows release candidate for v0.14. We have a few more minor data changes but the code is ready fo</description>
    </item>
    <item>
      <title>20110628</title>
      <link>http://clintbellanger.net/rpg/blog/20110628</link>
      <description>Isometric Hero and Heroine


I've uploaded all the hero/heroine sprite art to OpenGameArt under CC-BY-SA 3.0.


Flare v0.1</description>
    </item>
    <item>
      <title>20110625</title>
      <link>http://clintbellanger.net/rpg/blog/20110625</link>
      <description>Female Sprites added


Very exciting -- one of the huge art components needed for v0.14 is ready. All the female sprites have</description>
    </item>
    <item>
      <title>20110621</title>
      <link>http://clintbellanger.net/rpg/blog/20110621</link>
      <description>Note To Self (Art Scale)


Herein I justify the current scale of Flare's art. I'm writing this because I get tempted to scale</description>
    </item>
    <item>
      <title>20110620</title>
      <link>http://clintbellanger.net/rpg/blog/20110620</link>
      <description>Test Build for Windows


Here is a Flare test build for Windows. Many of the new v0.14 features are ready (mostly the main me</description>
    </item>
    <item>
      <title>20110612</title>
      <link>http://clintbellanger.net/rpg/blog/20110612</link>
      <description>Flare Progress


Flare is coming along nicely. Several of you are helping with much-needed cleanup and refactoring of the cod</description>
    </item>
    <item>
      <title>20110607</title>
      <link>http://clintbellanger.net/rpg/blog/20110607</link>
      <description>New Character Screen


ASCII sketch time!



                     ####### Choose a Portrait ########
Base Type          </description>
    </item>
    <item>
      <title>20110606</title>
      <link>http://clintbellanger.net/rpg/blog/20110606</link>
      <description>Officially Moving To GitHub


Flare is taking a distinct change in direction with a move to GitHub. The Google Code page will</description>
    </item>
    <item>
      <title>20110603</title>
      <link>http://clintbellanger.net/rpg/blog/20110603</link>
      <description>Git?


Linus talks about Git



[--Update--]



I've made a copy of Flare on GitHub. I'll try this out for a while, s</description>
    </item>
    <item>
      <title>20110531</title>
      <link>http://clintbellanger.net/rpg/blog/20110531</link>
      <description>Current Questions


Q. Is Flare ready for me to make games?
A. No. The funny part about software development: the first 90% </description>
    </item>
    <item>
      <title>20110530</title>
      <link>http://clintbellanger.net/rpg/blog/20110530</link>
      <description>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.




</description>
    </item>
    <item>
      <title>20110527</title>
      <link>http://clintbellanger.net/rpg/blog/20110527</link>
      <description>Crazy Code Weekend


I'm planning on writing a lot of code this weekend. Fair warning: the latest svn version might not be pl</description>
    </item>
    <item>
      <title>20110524</title>
      <link>http://clintbellanger.net/rpg/blog/20110524</link>
      <description>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 rul</description>
    </item>
    <item>
      <title>20110520</title>
      <link>http://clintbellanger.net/rpg/blog/20110520</link>
      <description>Violence


Action RPGs, traditionally, base the core gameplay around violent combat. Flare is no different.



So far I'v</description>
    </item>
    <item>
      <title>20110515</title>
      <link>http://clintbellanger.net/rpg/blog/20110515</link>
      <description>Contributions


Lately I've gotten several very large contributions to Flare (code and art) that I've had to reject. I don't </description>
    </item>
    <item>
      <title>20110509</title>
      <link>http://clintbellanger.net/rpg/blog/20110509</link>
      <description>Flare Vision

Loristan asked: "Clint, what is your vision for Flare, what are you trying to ultimately achieve?"
I haven't th</description>
    </item>
    <item>
      <title>20110507</title>
      <link>http://clintbellanger.net/rpg/blog/20110507</link>
      <description>Joystick Support

Artur "Zear" Rojek sends in a patch to add joystick input support for Flare. Excellent!


To make that pa</description>
    </item>
    <item>
      <title>20110506</title>
      <link>http://clintbellanger.net/rpg/blog/20110506</link>
      <description>Title Menu


I've added a basic title menu. Along with this I created a semi-generic button class (buttons that are all the s</description>
    </item>
    <item>
      <title>20110505</title>
      <link>http://clintbellanger.net/rpg/blog/20110505</link>
      <description>Flare Wiki


I set up a Wiki for Flare. I have it open to anyone right now. I'm collecting story ideas for the first Flare ga</description>
    </item>
    <item>
      <title>20110504</title>
      <link>http://clintbellanger.net/rpg/blog/20110504</link>
      <description>No Rest for the Wicked


v0.14 is ambitious. Let's take a look.


Title Menu


The first attempt at a title menu will b</description>
    </item>
    <item>
      <title>20110502</title>
      <link>http://clintbellanger.net/rpg/blog/20110502</link>
      <description>Flare v0.13 released - "Quests"


Flare now supports quests! This release marks a major leap forward for the story-telling ca</description>
    </item>
    <item>
      <title>20110429</title>
      <link>http://clintbellanger.net/rpg/blog/20110429</link>
      <description>Testing for v0.13


I plan to release v0.13 soon. Over the last couple days I improved the Log menu to display help/reminder </description>
    </item>
    <item>
      <title>20110425</title>
      <link>http://clintbellanger.net/rpg/blog/20110425</link>
      <description>Windows test for r359

Here is an out-of-band test release for Flare (for Windows folks). This release is for players interest</description>
    </item>
    <item>
      <title>20110422</title>
      <link>http://clintbellanger.net/rpg/blog/20110422</link>
      <description>Quest Chain


The first quest chain is added to Flare in r353. It walks players through Averguard Keep. Heroes must defeat th</description>
    </item>
    <item>
      <title>20110417</title>
      <link>http://clintbellanger.net/rpg/blog/20110417</link>
      <description>CampaignManager


v0.13 has a new class called CampaignManager that I'm using to store the progress of the current story.  Es</description>
    </item>
    <item>
      <title>20110416</title>
      <link>http://clintbellanger.net/rpg/blog/20110416</link>
      <description>NPC Me


Open Game Art has a new weekly challenge coordinator.  User kurtisevan has taken over for me, after I started and ra</description>
    </item>
    <item>
      <title>20110412</title>
      <link>http://clintbellanger.net/rpg/blog/20110412</link>
      <description>Contributions On Hold


I've been overwhelmed lately by the amount of interest in Flare.  For now I'm asking that code/art co</description>
    </item>
    <item>
      <title>20110410</title>
      <link>http://clintbellanger.net/rpg/blog/20110410</link>
      <description>Flare Timeline


This is the approximate timeline from where we are now to Flare's first full game.


April 2011: Flare v0</description>
    </item>
    <item>
      <title>20110406</title>
      <link>http://clintbellanger.net/rpg/blog/20110406</link>
      <description>Monologue


The latest check-in has example dialog support.  Well, really at this point it's Monologue (the hero doesn't talk</description>
    </item>
    <item>
      <title>20110404</title>
      <link>http://clintbellanger.net/rpg/blog/20110404</link>
      <description>CampaignManager.cpp


I started the very basic framework for the Campaign (story) Manager class for Flare.  Right now all it </description>
    </item>
    <item>
      <title>20110330</title>
      <link>http://clintbellanger.net/rpg/blog/20110330</link>
      <description>Stackable Items


Bonbadil has sent in a patch that adds stackable item support.  Old save files should be safe.  The patch t</description>
    </item>
    <item>
      <title>20110329</title>
      <link>http://clintbellanger.net/rpg/blog/20110329</link>
      <description>Art used in 7-Day Roguelike


I'm proud to see one of my tilesets used in a 7-Day Roguelike Challenge game!  The developers, </description>
    </item>
    <item>
      <title>20110328</title>
      <link>http://clintbellanger.net/rpg/blog/20110328</link>
      <description>Portraits


I'm starting to test portrait integration into NPC talkers.  Here's an in-game mockup.




Campaign Dialog
</description>
    </item>
    <item>
      <title>20110327</title>
      <link>http://clintbellanger.net/rpg/blog/20110327</link>
      <description>Flare on Ubuntu


If you're interested in trying Flare on Ubuntu, this article from Ubuntu Vibes is a great place to start: H</description>
    </item>
    <item>
      <title>20110323</title>
      <link>http://clintbellanger.net/rpg/blog/20110323</link>
      <description>Config Settings Files


This was way overdue, but now there are finally some main config files.  Now the following items are </description>
    </item>
    <item>
      <title>20110322</title>
      <link>http://clintbellanger.net/rpg/blog/20110322</link>
      <description>Stat Renaming


This is what happens when I get too much extra time -- I start changing things randomly!



I have rename</description>
    </item>
    <item>
      <title>20110321</title>
      <link>http://clintbellanger.net/rpg/blog/20110321</link>
      <description>Playtesting levels 1-4


Tonight I playtested each "pure" build from levels 1-4.  It's a vulnerable area, especially in a non</description>
    </item>
    <item>
      <title>20110320</title>
      <link>http://clintbellanger.net/rpg/blog/20110320</link>
      <description>Balance - Part 2


I'm testing several balance changes.


 
  Starting HP and MP is now 12
  Each level of Physical now </description>
    </item>
    <item>
      <title>20110319</title>
      <link>http://clintbellanger.net/rpg/blog/20110319</link>
      <description>Balance


Balance, the RPG task that never ends!  But has to start somewhere.



If you've played Flare enough times, you</description>
    </item>
    <item>
      <title>20110318</title>
      <link>http://clintbellanger.net/rpg/blog/20110318</link>
      <description>Various Fixes


  Fixed frames-per-second throttling, should now correctly run at a max ~30fps.
  As a result of the above, </description>
    </item>
    <item>
      <title>20110317</title>
      <link>http://clintbellanger.net/rpg/blog/20110317</link>
      <description>NPCs with Dialog

morris989 sent in a Flare patch to add talking NPCs.  It's a simple implementation, but it adds the needed h</description>
    </item>
    <item>
      <title>20110315</title>
      <link>http://clintbellanger.net/rpg/blog/20110315</link>
      <description>Flare v0.12 "Vendors" Released


It's only been a couple weeks but v0.12 is ready!  Here's a quick list of changes since v0.1</description>
    </item>
    <item>
      <title>20110314</title>
      <link>http://clintbellanger.net/rpg/blog/20110314</link>
      <description>v0.12 Release Candidate


I've packaged (win, osx, src) what might be version 0.12.  Will do an official release tomorrow.  I</description>
    </item>
    <item>
      <title>20110313</title>
      <link>http://clintbellanger.net/rpg/blog/20110313</link>
      <description>Vendor Ready For Testing


I've finished the basic Vendor system.  There is now a vendor standing near the spawn/starting poi</description>
    </item>
    <item>
      <title>20110312</title>
      <link>http://clintbellanger.net/rpg/blog/20110312</link>
      <description>Flare Promotion


I've gotten this question more than any other in the past two weeks:  "Why aren't you promoting Flare more?</description>
    </item>
    <item>
      <title>20110311</title>
      <link>http://clintbellanger.net/rpg/blog/20110311</link>
      <description>Item Powers on the Action Bar


Items with Powers can now be used through the action bar.  Details from r260:



  Potion</description>
    </item>
    <item>
      <title>20110310</title>
      <link>http://clintbellanger.net/rpg/blog/20110310</link>
      <description>Pausing


Having a menu open no longer pauses gameplay.  This option is set in Settings.h.


Vendors


I'm starting to </description>
    </item>
    <item>
      <title>20110309</title>
      <link>http://clintbellanger.net/rpg/blog/20110309</link>
      <description>Flare Art


Here's a list of art I'd like to see in Flare soon.


Grassland Tileset


A good grassland tileset will, of</description>
    </item>
    <item>
      <title>20110308</title>
      <link>http://clintbellanger.net/rpg/blog/20110308</link>
      <description>Another v0.11 video: this time showing off more powers.

</description>
    </item>
    <item>
      <title>20110307</title>
      <link>http://clintbellanger.net/rpg/blog/20110307</link>
      <description>Why yet another Diablo-like?


Flare is mentioned in this post about 4 problems with FOSS games.  The author says "I’m actu</description>
    </item>
    <item>
      <title>20110304</title>
      <link>http://clintbellanger.net/rpg/blog/20110304</link>
      <description>Flare r247 binary for Windows


I've released an out-of-band, UNSTABLE AND EXPERIMENTAL binary of the latest code -- mainly t</description>
    </item>
    <item>
      <title>20110303</title>
      <link>http://clintbellanger.net/rpg/blog/20110303</link>
      <description>Mouse Movement

Pavel Kirpichyov "Cheshire" has submitted a patch that enables mouse movement to Flare.  For those of you who </description>
    </item>
    <item>
      <title>20110302</title>
      <link>http://clintbellanger.net/rpg/blog/20110302</link>
      <description>v0.11 Video

by Sunburn.  Warning: a couple spoilers of the new Cave level.



Over 1500 downloads in 2 days

No real pu</description>
    </item>
    <item>
      <title>20110228</title>
      <link>http://clintbellanger.net/rpg/blog/20110228</link>
      <description>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</description>
    </item>
    <item>
      <title>20110226</title>
      <link>http://clintbellanger.net/rpg/blog/20110226</link>
      <description>v0.11 Release Candidate


Google Code revision 232 represents the release candidate for v0.11.  As far as I know, the code fe</description>
    </item>
    <item>
      <title>20110224</title>
      <link>http://clintbellanger.net/rpg/blog/20110224</link>
      <description>Monster Levels and Power Definitions


Two new Wiki pages have been added.



Monster Levels is a guideline of what base </description>
    </item>
    <item>
      <title>20110215</title>
      <link>http://clintbellanger.net/rpg/blog/20110215</link>
      <description>Random Updates


Fireball (a ranged magic spell cast by some enemies) has new art.  I figured out that fire has to be signifi</description>
    </item>
    <item>
      <title>20110214</title>
      <link>http://clintbellanger.net/rpg/blog/20110214</link>
      <description>Weekend Update


I was able to update several items this weekend (revision 219).



  Created a nice spear animation
  C</description>
    </item>
    <item>
      <title>20110207</title>
      <link>http://clintbellanger.net/rpg/blog/20110207</link>
      <description>Enemy HP Lowered


I lowered enemy HP across the board.  It shouldn't be a chore to dispatch one enemy of equal level -- this</description>
    </item>
    <item>
      <title>20110206</title>
      <link>http://clintbellanger.net/rpg/blog/20110206</link>
      <description>Cave Test Map and Speed Improvement


I'm working on a new cave map.  It's not populated yet but it's looking great.
</description>
    </item>
    <item>
      <title>20110131</title>
      <link>http://clintbellanger.net/rpg/blog/20110131</link>
      <description>Level Cap raised to 17


I've gone ahead and raise the level cap to 17.  This allows one hero to unlock the entire proficienc</description>
    </item>
    <item>
      <title>20110129</title>
      <link>http://clintbellanger.net/rpg/blog/20110129</link>
      <description>Enemy Power Cooldowns 


Added cooldowns per power slot (currently melee physical,
melee magical, ranged physical, ranged ma</description>
    </item>
    <item>
      <title>20110125</title>
      <link>http://clintbellanger.net/rpg/blog/20110125</link>
      <description>Dispelling the Cave Magic


If you're wondering how I made those Cave Tiles so that they seamlessly fit together, here's a ro</description>
    </item>
    <item>
      <title>20110123</title>
      <link>http://clintbellanger.net/rpg/blog/20110123</link>
      <description>High Poly Modeling


I want to take the time to do nice, polished, high-poly models.  But instead I'm putting that time into </description>
    </item>
    <item>
      <title>20110118</title>
      <link>http://clintbellanger.net/rpg/blog/20110118</link>
      <description>Creature Options


I've given monsters lots of great powers, but it seems silly for identical creatures to throw out very dif</description>
    </item>
    <item>
      <title>20110112</title>
      <link>http://clintbellanger.net/rpg/blog/20110112</link>
      <description>Indie Games


I got to play several great indie games in 2010.  Even some very small experiences have left a strong impact on</description>
    </item>
    <item>
      <title>20110102</title>
      <link>http://clintbellanger.net/rpg/blog/20110102</link>
      <description>Refactoring Powers II


I've been working on some tedious refactoring.  I've got most of the powers moved to config file.

</description>
    </item>
    <item>
      <title>20101226</title>
      <link>http://clintbellanger.net/rpg/blog/20101226</link>
      <description>Happy Holidays


I'm getting some down time.  Hope you are too!
</description>
    </item>
    <item>
      <title>20101217</title>
      <link>http://clintbellanger.net/rpg/blog/20101217</link>
      <description>Big Picture: CC, EFF, FSF


Making and playing games are great hobbies.  On terms of global importance, though, these things </description>
    </item>
    <item>
      <title>20101215</title>
      <link>http://clintbellanger.net/rpg/blog/20101215</link>
      <description>Project renamed to FLARE


This project is being renamed to FLARE (Free/Libre Action Roleplaying Engine).  Stay tuned for mor</description>
    </item>
    <item>
      <title>20101214</title>
      <link>http://clintbellanger.net/rpg/blog/20101214</link>
      <description>Portraits of Giants


I previously mentioned that Justin Nichol is doing a Kickstarter project to make Creative Commons Fanta</description>
    </item>
    <item>
      <title>20101210</title>
      <link>http://clintbellanger.net/rpg/blog/20101210</link>
      <description>Refactoring Powers


Once a system is far enough along, any refactoring is daunting.  Especially when it involves temporarily</description>
    </item>
    <item>
      <title>20101206</title>
      <link>http://clintbellanger.net/rpg/blog/20101206</link>
      <description>Character Creation Screen


Time to lay down my ideas about a character creation screen.



Because of OSARE's classless </description>
    </item>
    <item>
      <title>20101204</title>
      <link>http://clintbellanger.net/rpg/blog/20101204</link>
      <description>PayPal removed


I removed PayPal as a donation option.  I do not agree with their closure of the Wikileaks donation account.</description>
    </item>
    <item>
      <title>20101201</title>
      <link>http://clintbellanger.net/rpg/blog/20101201</link>
      <description>Creative Commons Fantasy Portrait Marathon


OpenGameArt contributor Justin Nichol is taking pledges towards creating 30 high</description>
    </item>
    <item>
      <title>20101129</title>
      <link>http://clintbellanger.net/rpg/blog/20101129</link>
      <description>Art To Do


OSARE has a few months of alpha code tasks before it's time to really focus on more art.  However, that new art s</description>
    </item>
    <item>
      <title>20101122</title>
      <link>http://clintbellanger.net/rpg/blog/20101122</link>
      <description>v0.11 Plans


This changes almost daily but it helps me to write things down.  The more I write down, the less I have to jugg</description>
    </item>
    <item>
      <title>20101121</title>
      <link>http://clintbellanger.net/rpg/blog/20101121</link>
      <description>Enemy Powers


Playing with enemy powers is far more fun than I expected.



If you check out the latest update you'll fi</description>
    </item>
    <item>
      <title>20101118</title>
      <link>http://clintbellanger.net/rpg/blog/20101118</link>
      <description>Making Powers Configurable


v0.10 added hero powers in a pretty crude way.  I added power variables as needed until the enti</description>
    </item>
    <item>
      <title>20101116</title>
      <link>http://clintbellanger.net/rpg/blog/20101116</link>
      <description>Cave Tilesetdef


The "Tilesetdef" file for the Cave tileset is complete and checked in.



For those wondering, this is </description>
    </item>
    <item>
      <title>20101114</title>
      <link>http://clintbellanger.net/rpg/blog/20101114</link>
      <description>Cave Tileset


The first version of the Cave Tileset is complete.  Check it out over at Open Game Art!  I still need to creat</description>
    </item>
    <item>
      <title>20101111</title>
      <link>http://clintbellanger.net/rpg/blog/20101111</link>
      <description>File Format Changes


I made two small changes in some of the file formats.  I wanted to make these changes now before too ma</description>
    </item>
    <item>
      <title>20101107</title>
      <link>http://clintbellanger.net/rpg/blog/20101107</link>
      <description>Isometric Tiles Tutorial


Added a tutorial on how to create good-looking isometric 2D tiles using Blender.  This should help</description>
    </item>
    <item>
      <title>20101103</title>
      <link>http://clintbellanger.net/rpg/blog/20101103</link>
      <description>Caves WIP

</description>
    </item>
    <item>
      <title>20101102</title>
      <link>http://clintbellanger.net/rpg/blog/20101102</link>
      <description>Art Week


I have next week off from work.  Staying at home.  Letting the brain rest.  So I'm also putting a moratorium on ne</description>
    </item>
    <item>
      <title>20101029</title>
      <link>http://clintbellanger.net/rpg/blog/20101029</link>
      <description>And next up...


Version 0.11 will likely center around monsters.  Now that the hero has Powers, it's only fair if we get ske</description>
    </item>
    <item>
      <title>20101025</title>
      <link>http://clintbellanger.net/rpg/blog/20101025</link>
      <description>OSARE version 0.10 "Powers" released


New in this version:



  Magic, melee, and ranged powers
  Action bar support fo</description>
    </item>
    <item>
      <title>20101017</title>
      <link>http://clintbellanger.net/rpg/blog/20101017</link>
      <description>v0.10 Progress


I have most things I want done for v0.10.  The only thing I'd want to add in this release is placing potions</description>
    </item>
    <item>
      <title>20101015</title>
      <link>http://clintbellanger.net/rpg/blog/20101015</link>
      <description>Hello


How are you?
I am busy.



I'm considering replacing the "Charge" power.  It would just be a pain to implement. </description>
    </item>
    <item>
      <title>20101007</title>
      <link>http://clintbellanger.net/rpg/blog/20101007</link>
      <description>Too busy!  So I squandered my lunch break on this.
[--update--] Added a starfield background (view at 480p) and bullets.

</description>
    </item>
    <item>
      <title>20101003</title>
      <link>http://clintbellanger.net/rpg/blog/20101003</link>
      <description>Power Sound Effects

I'm adding sound effects to powers.  These are the ones that need effects; crossing them out as I add the</description>
    </item>
    <item>
      <title>20100927</title>
      <link>http://clintbellanger.net/rpg/blog/20100927</link>
      <description>First Game World


The first osare-powered game (you're seeing the beginnings of it in the "Game World" section on this site)</description>
    </item>
    <item>
      <title>20100923</title>
      <link>http://clintbellanger.net/rpg/blog/20100923</link>
      <description>XP Bar


Thanks to some ideas and prompting from Kyle873, I added an XP bar to the HUD.
</description>
    </item>
    <item>
      <title>20100922</title>
      <link>http://clintbellanger.net/rpg/blog/20100922</link>
      <description>Screenshots and Videos

I set up new screenshots and videos pages.  I can't believe I let the project go this far without a sc</description>
    </item>
    <item>
      <title>20100918</title>
      <link>http://clintbellanger.net/rpg/blog/20100918</link>
      <description>Powers Update


Most hero powers are now implemented, if in a crude way.  I need to add line-of-sight checks for several powe</description>
    </item>
    <item>
      <title>20100917</title>
      <link>http://clintbellanger.net/rpg/blog/20100917</link>
      <description>Selling Items


Traditionally in these kinds of games, selling unwanted items means a trek back to the vendor every time your</description>
    </item>
    <item>
      <title>20100916</title>
      <link>http://clintbellanger.net/rpg/blog/20100916</link>
      <description>Speed


Player/Enemy speed is stored as int coordinates.  Diagonal speed vs. cardinal speed is calculated using the Pythagore</description>
    </item>
    <item>
      <title>20100915</title>
      <link>http://clintbellanger.net/rpg/blog/20100915</link>
      <description>Powers Progress


  Shoot
  Swing
  Lore
  Return

  Bleed
  Block
  Shock
  Heal

  Multishot
  Warcry
  Quake
</description>
    </item>
    <item>
      <title>20100914</title>
      <link>http://clintbellanger.net/rpg/blog/20100914</link>
      <description>Buffs and Debuffs


These buffs/debuffs are planned for my game:



  DamageOverTime: lose 1 hp per second for the durati</description>
    </item>
    <item>
      <title>20100913</title>
      <link>http://clintbellanger.net/rpg/blog/20100913</link>
      <description>Missile Accuracy


Missile spells have a radius and speed.  Radius is how close a creature has to be to the projectile for an</description>
    </item>
    <item>
      <title>20100912</title>
      <link>http://clintbellanger.net/rpg/blog/20100912</link>
      <description>AOE Spells


I added a couple AOE spells, as those are fairly easy to implement: Quake and Burn.  Note Quake doesn't have its</description>
    </item>
    <item>
      <title>20100911</title>
      <link>http://clintbellanger.net/rpg/blog/20100911</link>
      <description>Projectiles


The latest check-in (revision 128) contains simple support for projectiles: arrows and shock spell.  Note that </description>
    </item>
    <item>
      <title>20100910</title>
      <link>http://clintbellanger.net/rpg/blog/20100910</link>
      <description>Armory Page


The new Armory page lists all the weapons and armor currently in the game!


Vista Workaround

Using Vista</description>
    </item>
    <item>
      <title>20100909</title>
      <link>http://clintbellanger.net/rpg/blog/20100909</link>
      <description>Action Bar and Powers


Time to nail down the logistics of the Action Bar and Powers.



Action Bar already has a place i</description>
    </item>
    <item>
      <title>20100908</title>
      <link>http://clintbellanger.net/rpg/blog/20100908</link>
      <description>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</description>
    </item>
    <item>
      <title>20100906</title>
      <link>http://clintbellanger.net/rpg/blog/20100906</link>
      <description>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 g</description>
    </item>
    <item>
      <title>20100905</title>
      <link>http://clintbellanger.net/rpg/blog/20100905</link>
      <description>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.</description>
    </item>
    <item>
      <title>20100904</title>
      <link>http://clintbellanger.net/rpg/blog/20100904</link>
      <description>Averguard Complex


Added the last wing of the Averguard Keep: the Complex.  The monster composition is significantly harder </description>
    </item>
    <item>
      <title>20100903</title>
      <link>http://clintbellanger.net/rpg/blog/20100903</link>
      <description>Experience and Leveling Up


I'm on a code spree; v0.09 might come soon.



The major addition I wanted to do for v0.09 i</description>
    </item>
    <item>
      <title>20100902</title>
      <link>http://clintbellanger.net/rpg/blog/20100902</link>
      <description>Gold Coins

The latest check-in has gold coins dropping from creatures/containers.  Warning: if you get over 2 billion gold yo</description>
    </item>
    <item>
      <title>20100901</title>
      <link>http://clintbellanger.net/rpg/blog/20100901</link>
      <description>OSARE v0.08 "Loot" Released


The newest OSARE release is focused on loot.  Over 500 items are in the game, dropped from enem</description>
    </item>
    <item>
      <title>20100830</title>
      <link>http://clintbellanger.net/rpg/blog/20100830</link>
      <description>Bug Testing for v0.08


The latest OSARE Google Code check-in is my candidate for v0.08.  Included is nearly 600 game items, </description>
    </item>
    <item>
      <title>20100829</title>
      <link>http://clintbellanger.net/rpg/blog/20100829</link>
      <description>Item Database


All of the coding is done for the v0.08 loot update.  Woot!



What remains is adding all the starting ga</description>
    </item>
    <item>
      <title>20100826</title>
      <link>http://clintbellanger.net/rpg/blog/20100826</link>
      <description>Loot Stats

Finally got all the starting loot animations done.  As far as I know, this means I'm completely done with art asse</description>
    </item>
    <item>
      <title>20100818</title>
      <link>http://clintbellanger.net/rpg/blog/20100818</link>
      <description>Loot Animation


Making a list of the loot animations I need.  Just to keep track.  Essentially every item type has a unique </description>
    </item>
    <item>
      <title>20100808</title>
      <link>http://clintbellanger.net/rpg/blog/20100808</link>
      <description>Loot


Lots of real life events have been overshadowing my OSARE time.  Thanks to all of you who still have interest in the p</description>
    </item>
    <item>
      <title>20100708</title>
      <link>http://clintbellanger.net/rpg/blog/20100708</link>
      <description>Unicode

Unicode is slightly intimidating, but I think I've found the most useful way to tackle it in my game.


GNU Unifon</description>
    </item>
    <item>
      <title>20100630</title>
      <link>http://clintbellanger.net/rpg/blog/20100630</link>
      <description>Minotaur 360

</description>
    </item>
    <item>
      <title>20100627</title>
      <link>http://clintbellanger.net/rpg/blog/20100627</link>
      <description>
Minotaur WIP:

</description>
    </item>
    <item>
      <title>20100624</title>
      <link>http://clintbellanger.net/rpg/blog/20100624</link>
      <description>
OSARE updates might be slow for a couple weeks while I'm apartment hunting.  I am still choosing a loot system and I may have </description>
    </item>
    <item>
      <title>20100621</title>
      <link>http://clintbellanger.net/rpg/blog/20100621</link>
      <description>Analyzing Loot


Choosing a loot system is probably the trickiest part; implementation is a close second.  Loot affects most </description>
    </item>
    <item>
      <title>20100611</title>
      <link>http://clintbellanger.net/rpg/blog/20100611</link>
      <description>OSARE v0.07 Released: Inventory

The newest version of OSARE is ready, this time with the focus on Inventory.  In game, open t</description>
    </item>
    <item>
      <title>20100608</title>
      <link>http://clintbellanger.net/rpg/blog/20100608</link>
      <description>0.07 Coming Soon

0.07's main focus is "Inventory".  I will probably package 0.07 this weekend.  The current checked-in code r</description>
    </item>
    <item>
      <title>20100606</title>
      <link>http://clintbellanger.net/rpg/blog/20100606</link>
      <description>Artifacts

I got artifacts working in-game.  Currently they can be created to boost a few main stats: hp, hp regen, mp, mp reg</description>
    </item>
    <item>
      <title>20100602</title>
      <link>http://clintbellanger.net/rpg/blog/20100602</link>
      <description>Working on 0.07


I'm working on some fun interface stuff for version 0.07.



  Mouseover tooltips system (done)
  Word</description>
    </item>
    <item>
      <title>20100528</title>
      <link>http://clintbellanger.net/rpg/blog/20100528</link>
      <description>OSARE v0.06 released!

OSARE version 0.06 is now ready for download.  New in this release:


  Tweaked some sound effects d</description>
    </item>
    <item>
      <title>20100527</title>
      <link>http://clintbellanger.net/rpg/blog/20100527</link>
      <description>Antlion and Goblin

Finally finished animating the old Antlion and Goblin models that have been sitting on my hard drive for a</description>
    </item>
    <item>
      <title>20100525</title>
      <link>http://clintbellanger.net/rpg/blog/20100525</link>
      <description>Skeletons!


I just finished adding support for multiple enemy types.  The maps now have both zombies and skeletons.  There a</description>
    </item>
    <item>
      <title>20100524</title>
      <link>http://clintbellanger.net/rpg/blog/20100524</link>
      <description>Containers and Switches

I added support for map containers and switches.  Currently these are all "pressure plate" type activ</description>
    </item>
    <item>
      <title>20100519</title>
      <link>http://clintbellanger.net/rpg/blog/20100519</link>
      <description>Footsteps

I added footstep sound effects to OSARE (look at the Google Code link for the bleeding edge stuff).  The game's ani</description>
    </item>
    <item>
      <title>20100516</title>
      <link>http://clintbellanger.net/rpg/blog/20100516</link>
      <description>OSARE v.0.05


OSARE version 0.05 is now up.



  Added map transitions
  Added a starter dungeon with three wings named</description>
    </item>
    <item>
      <title>20100515</title>
      <link>http://clintbellanger.net/rpg/blog/20100515</link>
      <description>Editing OSARE Maps with Tiled


I'm using Tiled to do most of my OSARE map editing.  Here's how my current process works:

</description>
    </item>
    <item>
      <title>20100509</title>
      <link>http://clintbellanger.net/rpg/blog/20100509</link>
      <description>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 ma</description>
    </item>
    <item>
      <title>20100506</title>
      <link>http://clintbellanger.net/rpg/blog/20100506</link>
      <description>Town Tiles

Testing some medieval building tiles:



[--Update--]
Done! Medieval Building Tiles
</description>
    </item>
    <item>
      <title>20100430</title>
      <link>http://clintbellanger.net/rpg/blog/20100430</link>
      <description>Dungeon Entrances


I've been working on some larger graphics for dungeon entrances and other set pieces.


</description>
    </item>
    <item>
      <title>20100429</title>
      <link>http://clintbellanger.net/rpg/blog/20100429</link>
      <description>Free Gamer Blog plug

qubodup has plugged OSARE over at the Free Gamer blog.  Sweet!

Map Loading

Collecting my thoughts </description>
    </item>
    <item>
      <title>20100428</title>
      <link>http://clintbellanger.net/rpg/blog/20100428</link>
      <description>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 firs</description>
    </item>
    <item>
      <title>20100420</title>
      <link>http://clintbellanger.net/rpg/blog/20100420</link>
      <description>Commissions Update

Several artists have contacted me in the last couple weeks to see if help is needed on OSARE.  I'm already</description>
    </item>
    <item>
      <title>20100414</title>
      <link>http://clintbellanger.net/rpg/blog/20100414</link>
      <description>OSARE v0.04 Release

OSARE v0.04 is ready for download.  New to this version is font support and basic menus.  I spent a lot o</description>
    </item>
    <item>
      <title>20100406</title>
      <link>http://clintbellanger.net/rpg/blog/20100406</link>
      <description>Blarumyrran (from #opengameart on freenode) has taken on a commission to put some polish on my equipment icons.  Thanks, Blarumy</description>
    </item>
    <item>
      <title>20100405</title>
      <link>http://clintbellanger.net/rpg/blog/20100405</link>
      <description>Font and Menus


I've been doing lots of work on OSARE and 0.04 is just around the corner.  Most of my work has been outside </description>
    </item>
    <item>
      <title>20100228</title>
      <link>http://clintbellanger.net/rpg/blog/20100228</link>
      <description>Version 0.03 Release


Version 0.03 is up!  The core gameplay is starting to emerge.



  Combat to the death.  You can k</description>
    </item>
    <item>
      <title>20100215</title>
      <link>http://clintbellanger.net/rpg/blog/20100215</link>
      <description>Version 0.02 Release


Version 0.02 is up!  Things are finally starting to get interesting.


  Re-rendered all assets usi</description>
    </item>
    <item>
      <title>20100101</title>
      <link>http://clintbellanger.net/rpg/blog/20100101</link>
      <description>Version 0.01 Release



Download


  demo (win)

  demo (mac)
  demo (src)

</description>
    </item>
  </channel>
</rss>

