Tutorials
Built in the editor you installed, a chapter at a time: a whole game, or one system learned to the last control. Every click and every value is on the page.
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. 16 chapters · about 10 hours
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. 16 chapters · about 11 hours
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. 15 chapters · about 6 hours
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. 16 chapters · about 6 hours
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. 16 chapters · about 16 hours
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. 13 chapters · about 6 hours
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. 13 chapters · about 6 hours
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. 14 chapters · about 8 hours
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. 12 chapters · about 9 hours
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. 13 chapters · about 8 hours
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. 14 chapters · about 15 hours