Skip to content

Everything Rengy does, by area.

Each one links the guide, chapter or reference page that has it.

TBD Not available yet, so it links nowhere.

Editor

One window for building, playing and exporting.

The Rengy editor with a lit room open and playing through its camera. The Hierarchy lists the room’s nodes with the night sky selected, the Assets panel shows the art folder’s three pictures with the sky’s sheet picked, and the Inspector shows the sky’s Parallax and Sprite
  • Panels you arrange

    Dock, stack and float panels. Each project keeps its own layout.

    Guide: The editor

  • Play, pause and step

    Run the room inside the editor, one step at a time when you need to.

    Guide: The editor

  • Run game

    Your project in a window of its own, through the same player an export ships.

    Guide: The editor

  • The Problems panel

    Nodes set up to do nothing, and files that have gone, listed while you build.

    Guide: Scenes and nodes

  • Artifacts

    Save a node and its children once, place copies, and let one copy keep values of its own.

    Guide: Scenes and nodes

  • Import presets

    TBD

    Pictures sized and compressed to settings you chose once for their kind.

Scripting

Rengy Script: components you write, checked as you type.

The Code panel open on flicker.rgs, a Flicker component whose loop sets the intensity of the Light on its node. The lamp is selected, and the Inspector shows the two rows the script declares, Brightness 1.00 and Dip 0.20

Light and shadow

Lamps that light a dark room, and shadows from the things you mark to cast them.

A dark room lit by a copper lamp hanging from the ceiling and a cone of cold light from a window, the platforms and crates casting shadows. The lamp is selected, the edge of its reach drawn as an arc, and the Inspector shows its Flicker and its Light: Kind Point, Radius 260, Intensity 0.996 as its Flicker has set it, and a copper Color

World

Rooms built from tiles, drawn terrain and layers of depth.

A room painted from one tile sheet: rock walls, platforms, scaffolding, crates, a ladder and a machine, with a window onto the night. The tilemap, tiles, is selected, and the Tilemap panel shows its two layers, decor at z -5 and solid at z 0 marked SNO, and the sheet cut into 18 by 18 tiles with a spacing of 1

Motion

Characters that walk and jump, and areas that notice what comes into them.

A small character standing on the middle platform of the lit room, selected, its Character Body drawn as a green box with a small square grab at each top corner. The Inspector shows the body: Size 16 by 22, Speed 140, Jump Speed 460, Step Height 6, and Grounded ticked

Effects

Your own shaders on sprites and lights, and the room bent or drawn again.

A cone of cold light falling from the window across the room in hard-edged bands, selected. The Inspector shows its Light Shader: Shader banded.wgsl, and the shader’s one parameter, bands, at 4.0

Sound

Sounds with a place in the room, a mix that changes with it, and music that follows the game.

The machine at the right of the room selected, a red beacon glowing on top of it, and its sound drawn as two pink rings: a small one close around it with a square grab on its edge, and a wide arc running down the left of the room. The Inspector shows its Audio Source: Clip machinery.wav, its name cut short beside a play button, Bus Sfx, Volume 0.60, Looping and Autoplay ticked, Positional, Max Distance 320 and Min Distance 48

Interface

Menus and HUDs, drawn in an exported game too.

Shipping

From the editor to a folder you can zip and send.

The Build panel’s Export section for a project made of scenes and Rengy Script: the Export and Cook only buttons, and under them the line ship-evader/dist/ship-evader/ship-evader
  • Export a game

    A folder holding your game, for the system the editor runs on. Whoever you send it to needs no Rengy.

    Guide: Exporting

  • Win or lose

    A script ends a level as won or lost: a goal to reach, a time limit to beat.

    Guide: Levels and endings

  • Scenes that hand over

    A title, the game and a game-over screen, each a scene of its own, with a script moving between them.

    Tutorial: Ship Evader: Screens

  • Debugging tools

    A Console that folds repeats, a frame’s costs, and a script call that pauses Play at the moment it matters.

    Guide: Debugging

  • Android

    Android: source build

    Preview a room at a phone’s quality tier, and keep it cheap to draw. A phone build needs the engine source, and a project of scenes and scripts cannot be built yet.

    Guide: Android

  • Levels in order

    Rooms played one after another in the order the Levels panel lists, each with its own music and a screen to open after the last, in the editor and in an exported game.

    Guide: Levels and endings Tutorial: Crypt Knight: Levels

  • Saving

    Keep a player’s best score and settings between runs.

    Tutorial: Ship Evader: Score and HUD

  • Save slots

    Named slots that keep a run, text as well as numbers, and forget it when asked.

    Tutorial: Interfaces: Save slots