Guides
In the order that builds on the last one, or jump straight to the one you need.
Tutorial Build Ship Evader A whole portrait arcade game in an installed Rengy, from an empty project to a folder a friend can run: fly, fire, dodge rocks, beat your best.Tutorial Build Crypt Knight A castle platformer in an installed Rengy, in sixteen chapters: three levels, a knight with a double jump and a sword, enemies to evade, a boss with three moves and a fury, effects and sound, a title, a pause menu and a victory screen, and the export.Tutorial Build Light and Shadow Light a castle hall at night, one control at a time: lanterns and their shadows, a cone, moonlight, stained glass, a shaft through a door, glowing glass, normal-mapped bricks, flickering flames, a candle of your own and a glow, and what each costs on a phone, then a gallery of six lit scenes.Tutorial Build Particle Effects Fill a night town with particles, one control at a time: chimney smoke, a fountain, rain and fog, forge fire and sparks, fireflies, a coughing chimney, forces, rain that lands and splashes, fireworks, scripts, lamps and a glow, sparks in their own colours and a lantern-bat’s ribbon, and what each costs on a phone, then a gallery of six effects.Tutorial Build Interfaces Build the whole interface of a small dungeon game, one control at a time: a HUD, a bag, a title screen, settings that are saved, a hotbar, tooltips, a pause menu and its questions, drag and drop, a scrolling journal, three named save slots, the game in French and every screen without a mouse, then a gallery of six screens.Tutorial Build Animation and Cutscenes Animate one small show, a puppet theatre, to the last control: a knight’s clips and the graph that chooses them, keyframes on a curtain, a lantern and a footlight, frame events you hear, orders from scripts, tweens and a slide’s root motion, then a marionette rigged from its limbs that dances on layers, reaches for the lantern and falls when its strings are cut, the cutscene that opens the show, and a gallery of six small cases.Tutorial Build Navigation and AI Make one small level, a keep at night, to the last navigation control: guards on their rounds, a map of the floor with its prices, obstacles and shortcuts, and a cat that finds its own way, then guards who see the thief, chase her, search for her on a timer and ring the alarm, a map that changes while it runs, reinforcements from the barracks, the watch exported, and a gallery of six small cases.Tutorial Build Physics and Mechanisms Make one level, a clock tower a knight climbs, to the last physics control: stone, scaffolding and his walk and jump, plates, doors and crates to shove, then ice, a drum, a pendulum he rides, chains, welds, a lift, a spring and a claw, then wind, belts, a magnet crane and water, a rope he swings on to the top, the tower exported, and a gallery of small cases.Tutorial Build Sound and Music Make one level, The Music Box, a crypt a knight explores by ear, to the last sound control: a torch’s crackle, sounds near and far, footsteps, doors and a gate that scripts play, and music; then the mix, rooms that ring and muffle, a bell the music dips under and a pause; then music that follows the game, a heartbeat that swells as a ghost nears, the crypt exported, and a gallery of small cases.Tutorial Build Cameras and Framing Make one level, The Lookout, a night town and the castle above it seen from the side, to the last camera control: a camera that follows a watchman and draws crisp pixels in any window, walls and rooms that hold the view, layers of depth, shots a script cuts to, a demon whose stomps shake the screen and a second camera a script switches to; then a map in the corner, a lens and a portrait on a wall, water and hot air drawn through shaders, and a gallery of eight small cases.Tutorial Build Worlds and Levels Make one game, Hollowmere, seen from the side, to the last world control: a vale blocked out in grey boxes and dressed with tiles, hills, water and stone, a sky, a meadow, a market and words; a crypt painted in tiles that move, hurt and light it, its murals shown in the dark by a lantern, its levers wired, its rocks spawned and its far rooms built as the pilgrim nears them; and a gallery of seven small cases.Start
- Getting started Install Rengy, make a project, block out a room, and press Play on your first script. 20 min
- The editor Every panel and what it is for, how to arrange them, how to run your game, and the keys worth learning first. 10 min
- Projects and assets What is in a project folder, how art gets into it, and the one file you must never delete. 12 min
- Making games with Claude Connect Claude Code or the Claude app to the editor, then ask for a change in words and watch it happen in your scene, one Ctrl+Z away from undone. 10 min
Build a world
- Scenes and nodes How a room is put together: nodes, components, the transform, what draws on top, and artifacts for the things you place many times. 15 min
- Sprites and art Put pictures in the room, cut one sheet into many sprites, stretch a frame without smearing it, and keep pixel art sharp. 15 min
- Tilemaps Paint a whole room from one tile sheet, on layers, with strokes that lay their own corners and collision you never place by hand. 25 min
- Terrain and shapes Ground that is not a grid: ledges drawn as a line, ropes and cables, filled outlines, masks that cut sprites to a shape, and groups that sort as one. 20 min
- Cameras The view the game is played through: a camera that follows the player, stops at the room’s walls, and looks past backdrops that move slower than the room. 15 min
Make it look right
- Lighting and shadows Make a room dark, light it with lamps of different shapes, let solid things cast shadows, and flicker a lamp from a script. 20 min
- Effects and shaders Write shader code for a sprite or a light, bend what is behind a sprite, crop sprites to a frame, and draw the room again as a minimap. 25 min
- Particles TBD Embers, dust, sparks and trails. Not written yet — Particle Effects teaches every control, and Ship Evader uses it in chapter 11.
Make it move
- Characters and physics A character that walks, jumps and lands on solid ground, a ledge it jumps up through, and a pressure plate that opens a door. 30 min
- Animation TBD Sprite clips, state machines and bones. Not written yet — Animation and Cutscenes teaches every control, and Ship Evader uses it in chapter 11.
- Cutscenes TBD Show, move, play and fade, on one timeline. Not written yet — The opening builds a cutscene that plays in an exported game.
- Navigation and AI TBD Rounds, maps of the floor, walkers that find their way, and guards that see. Not written yet — Navigation and AI teaches every control.
Make it a game
- Rengy Script Write your game’s logic: fields you tune in the Inspector, hooks that run when things happen, waits and smooth moves, signals and groups, copies made while the game runs, values the game keeps, and what to do when a script is wrong. 60 min
- Input Name your game’s controls as actions, bind keys to them in the Input window, and read them from a script. 15 min
- Levels and endings List your rooms as levels in the editor, and win or lose one from a script. 15 min
- Audio Put sounds in a room, heard near and far; play sounds and music from a script; set how loud each kind is; and meet the mix, the zones and music that follows the game. 25 min
- Interface TBD Menus, HUDs and widgets. Not written yet — Interfaces teaches every control, and Ship Evader uses it in chapter 9 and chapter 13.
- Localization TBD Every string in a table, every language a column. Not written yet — Two languages puts a whole game in French, every word from a string table.
- Saving TBD Keep a player’s progress between runs. Not written yet — Ship Evader uses it in chapter 9 and chapter 15, and Interfaces keeps three named save slots in Save slots.
Ship it
- Debugging Find out why a room does not do what you meant: the Problems list, the Console, a room stopped one step at a time, and what a running game prints. 15 min
- Android What building for a phone takes, how the editor previews a phone, and what does not reach one yet. 10 min
- Exporting Turn your project into a folder you can zip and send: a game that runs on its own, with no Rengy installed. 10 min