Post

Other fun idea: Make it so that exiting a badeline orb in 7a doesn't automatically collect a berry, so full berry train is possible Also, full clearing a chapter will display the text "Chapter Clear" rather than "Chapter Complete", however there's a few exceptions to this

Hi Maddy! Hope you have fun making the small update! The community who tries clearing/goldening Celeste maps while carrying Theo Crystal has this request: Make final Badeline orbs (those giving StSummitLaunch) let you keep Theo. :3

this is like the most insignificant thing everr but the `GFX.DestinationTransparencySubtract` blend state used for applying darkness currently uses `ColorSourceBlend = Blend.One` rather than `Blend.DestinationAlpha`, which makes darkness apply much stronger than it should to semitransparent entities

(this does subtly change visuals in some cases ofc (the waterfalls in ch6 might be noticably affected?) so nbd if you'd rather keep it as is)

I don't know if its too late to ask, but you could possibly add a slightly more unique collectible or reward of sorts for getting 202 berries or if you already have them other than the golden save file, maybe something permanent or just a small message/cutscene/reward that a lot of other games do.

Upon further thoughts and discussion I still believe it is better to ensure that when using the crouch dash button the player will always enter the dash crouched, even when they are crouched midair before the dash. Manual crouch dash (pressing down) should not do this to prevent breaking things.

Hi! New players often get stuck in 4A’s hub as they don’t know move blocks can be steered. They only learn this from guides, leading to unnecessary frustration. The steering tutorial in the blue area is placed higher up, so newcomers naturally head to the red section first and miss it.

For timerblind speedrunners, posted for blueskyless sleepy__dan__: "a new speedrun timer option that makes it only show on the chapter complete screen (and not during gameplay) would be really nice for timer blind runners who want to submit their A-sides from full game runs."

"right now this case just isn't neatly supported, so you either physically cover the corner of your monitor or deal with unverifiable A side ILs from your full game runs" Seeing him have to remember to pause on the final screen and turn on the timer there in chapter runs was also a bit awkward.

this is gonna be very specific: a toggle that entirely disables a selected input method why: i play with a guitar controller sometimes (100+ hours with it), i need joytokey to remap some of the buttons, but the guitar is also inherently detected as a gamepad, which causes a hot mess in the settings

LB is the only gamepad binding my guitar doesn't feature, so here's my workaround thus far: -plugging a normal controller -mapping every single control to LB -unplugging the normal controller and plugging the guitar

On one hand, I like the idea of not having people playing the game for the first time ever worry about deathless by not even unlocking golden berries until later, but at the same time, boy it must suck ASS to do a completely deathless run of a level, and have it not count simply because

Change puffer depth to -1. This'd make the pufferboost fix from 1.4 continue to work after dying. Golden runs and speedruns should be unaffected and Everest already does this in modded maps.Other depth 0 entities (WindController?) might be worth looking into as well but this is the most notable one.

ah i know it's been a month but i had an idea something like cuphead's piano mode which switches all in-game music to piano covers not sure how doable this is

now a serious request, please add the "Press C" fix to all platforms, the celestegame subreddit still gets frequent posts from players stuck on the title screen

I think one thing that I would always have liked for Celeste to have that would be helpful for casual players, would be a one-button toggle for game speed, as an Assist function. The game speed assist is really helpful, so this would add a ton to that!

Kind of self-indulgent and probably something that could just as easily get implemented in Everest but native Dualsense button prompts would be cool. Probably not worth the effort though considering they’re almost the exact same as the ps4 buttons just Not Coloured

Actually rewrite of this HD rumble could be cool but idk exactly what that would entail or if it would have any benefits above what I could try implementing myself with a mod anyway

might be asking for too much but make time cost for save and quitting identical between chapter time and file time. currently there’s a 36 frame discrepancy where chapter timer pauses but file timer runs so there are literal dozens of places save and quitting saves time, but ONLY in a IL context

they’ve been banned for a few years now on the leaderboard side of things but it’s a source of Much Debate and i think most people would be happier if it was gone despite requiring the retiming of a few chapter runs can provide examples if helpful, character limits are hard

very annoying issue regarding alternate keyboard layouts: if you load the game with a non-qwerty layout, it adjusts the bindings so everything is in the same spot. but it does not account for that when saving the settings. so if you're on a different layout it basically just corrupts the settings.

so like ideally itd be nice if it also adjusted when saving, but the opposite is also workable (more frustrating, but the usual amount of frustrating for alt layout users). though the latter may be the more realistic given that's what everest does to fix it.

A few that haven't been mentioned elsewhere in this post that I think are relevant: Dustbunnies render incorrectly if the Awake function runs while they are fully inside a solid object. This can be resolved by defaulting DustStaticSpinners to ignore solids in the constructor. (1/?)

Badeline Chaser uses the sprite path characters/badeline, however Badeline has a full spritesheet. Adding Badeline's animations to player_badeline would fix visual bugs. Holdables' CarryYOffset can be manipulated with xml edits/skinmods. It would be ideal to have the visual move but the hitbox stay.

explicitly reset madeline's subpixels when she enters a bubble (currently this doesn't matter but it will matter with the different float rounding behavior in the future)

please do NOT update the S.Chinese translation to the 1.4.10 version. it is universally agreed to be terrible. all chapter names are different and much worse. the wavedash tutorial is literally incomprehensible. the 1.4.0 version is fine and is widely accepted.

1. the colorgrade shader offY (the green channel) caps out at max slightly too early, making the sampled color a bit greener. the difference is at most 4 in the rgb value, but it's annoying sometimes. to fix, the color.y should have a (1.0 / size) * (size - 1.0) multiplier.

It would be nice if you could get past the title screen with any key rather than just C

You should remove the "Press C" indicator on the title screen. It's very clear already, noone needs it. Also, add a symbol on the title screen to show that Celeste is under copyright

though pretty niche, an in-game jump counter (even if unused) would be nice. it already exists in mod form but is a little buggy, and it would be cool if it was saved in files officially

the one that immediately comes to mind is to revert these changes in assist invuln: Dash corner correction no longer applies if the corner has spikes on top of it Dash jump-thru correction no longer applies if the jump-thru has spikes on top of it Dashes no longer correct below to ground with spikes

a request ive had on my mind for a bit is the ability to change profile names after starting a file. a while ago i erased my original 100% save from when i first played celeste at 13 years old because it had my deadname and i didn’t want to keep seeing it. just would be neat i think

Honestly, all of the things I can think of would take a decent amount of time to implement, and some of them I'm not even sure if it's feasable. But since you said it's not really a new chapter, just a cheeky little thing, I think I might not have to worry if I'm good enough to play it?

Actually one thing, that I doubt will ever be implemented but could be cool, what if you could change the portrait in your save file? Like instead of every save file having a Madeline portrait, you can change it to Theo or Granny, or whatever... maybe even letting the player unlock new portraits

I mean, assist mode exists, and I can always use that, but I originally thought it would either be a new chapter, or some kind of new level regardless, so I was afraid I would not even be good enough to play it, since I'm yet to even beat Farewell and the C-Sides.

ok I have to manage expectations a bit here, this is not a big update. its not chapter 10 or farewell b-side or anything like that. it's a maintenance update with some small cheeky extras. I've seen some people going wild about this lol

Still going to go wild over any amount of new levels, sorry not sorry Hell, I still get a kick out of showing people The Secret™ in the beginning of stubbornness

one thing I'm excited about: I made the hiccups variant more predictable. It no longer uses seeded RNG, instead Madeline hiccups in a simple repeating pattern

Built in save and quit to map like in aurora's additions, it's mostly helpful for modded but it can definitely be useful for vanilla (though if this happens idk how that would work with the existing mod for this)

Add a comment to english.txt saying something like “TODO: finish writing the scene where Madeline takes her estrogen”. Something that serves no purpose but to add a handful of bites to the diff for the sake of being funny

Quick Restart has a default key of R, but does allow you to unbind it in the menu. However, every relaunch the game rebinds it to R if it has nothing bound. This is not true for controller, which allows it to have nothing bound. It would be cool if Settings.SetDefaultKeyboardControls removed that.

Very quite a bit late but I was just speedrunning Celeste classic 2 and I realized there should be a playable pico-8 version hidden somewhere of this one too like the original in chapter 3! And maybe Oldeste in chapter 9 if you’re feeling really funny

Hi Maddy! Hope you have fun making the small update! The community who tries beating/goldening Celeste maps while carrying Theo has 2 requests: - Make final Badeline orbs (those giving StSummitLaunch) let you keep Theo. - Remove the Y-axis 1-tile gaps in 5A (in a-00d and b-00), as Theo is bigger.

If you find yourself using the Extended Variant Mode mod at all, integrating some of those Variants into Vanilla could be fun. A personal request would be seeing a "No Freeze Frames" option present without modding. Admittedly, I don't have knowledge on the game code to tell me if that's realistic

late to the party but if there was a toggleable option in settings to either "Restart Berry" (Current behavior) or "Restart Chapter" when you die with a golden berry. Having to manually restart the entire chapter for a handful of chapters (especially both chapter 7s) is such a pain 😭

As a more serious suggestion maybe there could be some easter egg with the filename "trans rights" because I've seen that several times at GDQ events. Maybe the summit flag or something?

It could be cool to expand the speedrun timer a bit more, maybe adding a way to have a universal timer across all save files or something

Oh my god, 1.4.1.0? Or 1.5.0.0? I mean, woah! New official Celeste content! I am definitely not preoccupied with how people use versioning numbers and am thinking more about the content as my first reaction!