Coding
Celeste — Player Source Reference
By Noel Berry / Celeste developers
Partial Celeste source and developer commentary for studying jump grace, variable jump, dashes and tightly ordered platformer logic.
Start: Read Source/Player/Readme.md beside Player.cs, starting with jump/dash constants and the related timers and states.
Use case: Study forgiving input and collision corrections in a released platformer, then adapt the ideas to your game's scale.
Limits: Not the full game or a drop-in Unity/Godot package. MIT applies only to repository code, not the commercial game or assets.
Status: The repository is archived. Treat it as a source reference, not a maintained engine dependency.
GameSlash reviewed the developer documentation but has not installed or runtime-tested this tool.