Clippy Commando
Patch Notes

Version 0.0.013 and 0.00.014 - 1/10/24

New Year's Update


Version 0.0.013 was a purely development build where I focussed on adding new features for later in the story, so you don't get any of them for the demo. Sucks.

Version 0.0.014 was just a bunch of random stuff I added and updated to improve QoL and such. I barely have any idea what I added, but there was stuff! Check it out!

Oh yeah, multiplayer and weekly challenges were removed temporarily. Multiplayer adds far too much to the scope than I am able to handle at this point, and weekly challenges are extra fluff I don't have time to conceptualize at this point either. Both features are intended to be readded at some point in the future, so don't worry Clippy Commando Local Multiplayer and Clippy Commando Weekly Challenge fans.

Last major update: Clippy Commando now has a YouTube channel and a BlueSky account! Go check those out, please and thank you.


New Features

  • I updated the UI, I know that much.
  • Unlocking stuff has a cool animation now! Instead of the dumb words it was before. I hate reading.
  • Trees and bushes were overhauled (this was not a rushed feature and surely has no negative impact on performance).
  • New challenges! But not for the demo. Why even live.

Bug Fixes

  • Some of them!
  • Honestly I probably just added even more bugs. Such is life.

Version 0.0.012 - 10/11/24

Bods and Mods Update

Dozens of new modifiers and cosmetics!




We've been working on adding modifiers, cosmetics, and balancing challenges to provide a better gameplay experience for Infinite Mode.


The Future

With Next Fest imminent, we're going to switch primarily to bug fixes as (hopefully) an influx of new players report just how broken and unoptimized the game really is.


New Features

  • Enemies can wear hats again!
  • Challenges now have their own leaderboards that are independent of maps. For the purpose of the online leaderboards, scores that are negative due to a challenge will have their absolute value uploaded to the leaderboard. This score is ONLY uploaded to the challenge leaderboard.
  • Added 12 new modifiers.
  • Added 1 new challenge.
  • Added 13 new models.
  • Added 32 new hats.
  • Added 6 new mouths.
  • Bullets are now visible when behind other objects.

Balance Changes

  • Reduced staple remover base health from 50 to 45.
  • Edited staple remover hitbox.
  • Reduced ruler base health from 80 to 75.
  • Edited ruler bullet hitbox.
  • Reduced gluer base health from 60 to 45.
  • Reduced gluer deceleration from 0.015 to 0.010.
  • Edited gluer hitbox.
  • Edited staple hitboxes.
  • Edited corrector fluid hitbox.
  • Increased penciler base health from 70 to 75.
  • Reduced penciler bottom / top base health from 35 to 20.
  • Edited penciler hitbox.
  • Increased gluer stick base health from 50 to 55.
  • Slightly nerfed bushes (movement speed reduction changed from 1.3x to 1.25x)
  • Enemy bullets now despawn after 2.5 minutes, if they manage to live that long (this is mostly for the bouncy bullets modifier).
  • Increased XP requirements for leveling up.
  • Decreased critical hit level up reward number from (2 * current level) to (current level).

Modifier Changes

  • Reorganized the modifier customization screen to be less stupid and arbitrary.
  • Added "player bullet speed" modifier.
  • Added "bush impact" modifier.
  • Added "goo puddle impact" modifier (not in demo).
  • Added "randomize level up rewards" modifier.
  • Added "bouncy bullets" modifier.
  • Added "ally of the crates" modifier.
  • Added "enemy of the crates" modifier.
  • Added "explosive crates only" modifier.
  • Added "recursive crates" modifier.
  • Added "random weapon upgrades" modifier.
  • Added "super level up" modifier.
  • Added "can't stop" modifier.
  • Edited Bullet Explosions and Super Bullet Explosions:
  • Enemies killed by explosions caused by the player's weapons now count as player kills.
  • Damage is now equal to the damage of the weapon that shot the bullet, rather than 10.

Challenge Changes

  • Removed the following challenges from the demo:
  • Bee Challenge.
  • Poor Challenge.
  • Slippery Challenge.
  • Turtle Challenge.

  • Easy Challenge:
  • Reduced stamina from 360 to 300.
  • Reduced damage modifier from 1.5x to 1.25x.
  • Increased damage reduction modifier from 0.5x to 0.75x.
  • Reduced money and XP drop rates from 2.5x to 1.75x.
  • Reduced health drop rate from 25% to 10%.
  • Increased enemy health from 0.75x to 1x.
  • Reduced bush impact from 1.25x to 1.1x.
  • Reduced goo puddle impact from 2x to 1.5x.
  • Friendly fire is now disabled.
  • Level up rewards are now randomized.

  • Hard Challenge:
  • Added "bullet time" ability.
  • Increased health from 75 to 80.
  • Increased stamina from 120 to 150.
  • Decreased sprint damage reduction from 1x to 0.75x.
  • Decreased player damage reduction from 1.5x to 1x.
  • Increased player bullet size from 0.75x to 1x.
  • Decreased player bullet speed from 1x to 0.75x.
  • Increased money and XP drop rates from 0.75x to 1x.
  • Increased health drop rate from 5% to 7.5%.
  • Increased ammo crate drop rate from 0% to 2.5%.
  • Increased critical hit chance from 0% to 1%.
  • Decreased enemy movement speed from 1.25x to 1x.
  • Decreased enemy critical hit chance from 10% to 5%.
  • Increased bush impact from 1.25x to 1.75x.
  • Increased goo puddle impact from 2x to 2.5x.
  • Removed "explode explosions" modifier.
  • Removed "bullet explosions" modifier.
  • Added "random level up rewards" modifier.
  • Added "explosive crates only" modifier.

  • Impossible Challenge:
  • Increased health from 50 to 65.
  • Increased stamina from 60 to 120.
  • Increased damage from 0.5x to 1x.
  • Decreased player damage reduction from 2x to 1.25x.
  • Reduced player bullet speed from 1x to 0.75x.
  • Increased player bullet size from 0.5x to 0.75x.
  • Increased acceleration from 0.5 to 0.4.
  • Decreased acceleration from 0.7 to 0.5.
  • Increased pickup radius and speed from 0.5x to 0.75x.
  • Increased health drop rate from 0% to 5%.
  • Decreased enemy movement speed from 1.5x to 1.25x.
  • Decreased enemy critical hit chance from 25% to 10%.
  • Change environmental impacts from maximum to double their defaults.
  • Removed "one weapon" modifier.
  • Removed "random teleport" modifier.
  • Removed "super bullet explosions" modifier.
  • Removed "stroke" modifier.

  • Baby Challenge:
  • Player bullet speed is now maxed out.
  • Friendly fire is now disabled.
  • Bush and goo puddle impact reduced to 1.
  • Level up rewards are now randomized.

  • Bullet Hell Challenge:
  • Removed "jump" ability.
  • Reduced player bullet speed from 1x to 0.75x.
  • Increased ammo crate drop chance from 5% to 10%.
  • Reduced enemy bullet speed from 1.25x to 1x.
  • Reduced enemy bullet size from 3x to 2.5x.
  • Added "bouncy bullets" modifier.

  • Added the Cratetastic Challenge:
  • Crates spawn when enemies are killed (Ally of the Crates).
  • Destroying crates spawns enemies (Enemy of the Crates).
  • Destroying crates spawns crates (Recursive Crates).

  • One Shot, One Kill:
  • Enemies now have 1 health at all times (some enemies could spawn with enough health to tank a hit or two).

  • Oops, All Explosions Challenge:
  • Added "explosive crates only" modifier.

  • Literally Unplayable Challenge:
  • Increased health from 25 to 50.
  • Increased stamina from 60 to 90.
  • Decreased sprint damage reduction from maximum to minimum.
  • Increased player damage reduction from 1x to 1.5x.
  • Reduced bullet speed from 1x to 0.5x.
  • Increased pickup radius and speed from 0x to 0.25x.
  • Increased money and XP drop rates from 0x to 0.5x.
  • Reduced enemy health from maximum to 2x.
  • Reduced enemy bullet speed from maximum to 2x.
  • Reduced enemy bullet size from maximum to 2x.
  • Reduced enemy movement speed from maximum to 1.5x.
  • Reduced enemy critical hit chance from 100% to 40%.
  • Increased bush and goo puddle impact to maximum.
  • Added ability to upgrade weapons.
  • Added "weapon upgrade randomizer" modifier.
  • Removed "mirror input" modifier.
  • Added "enemy of the crates" modifier.
  • Added "explosive crates only" modifier.
  • Added "timed items" modifier.
  • Removed "random teleportation" modifier.
  • Added "can't stop" modifier.
  • Added "bouncy bullets" modifier.
  • Removed "on hit boogie woogie" modifier.

Cosmetic Changes

  • Model changes:
  • Added Grassy Clippy.
  • Added City Clippy.
  • Added Science Clippy.
  • Added Baby Blue Clippy.
  • Added Easy Light Green Clippy.
  • Added Normal Green Clippy.
  • Added Hard Yellow Clippy.
  • Added Impossible Orange Clippy.
  • Added Bee Clippy.
  • Added Hellish Clippy.
  • Added Crate Clippy.
  • Added Reticle Clippy.
  • Added Explosive Clippy.
  • Edited Story Clippy.

  • Hat changes:
  • I Clock CC Hat => Party Hat.
  • Clippy Heart Eyes Hat => Tiny Top Hat.
  • Added Small Clippy Hat.
  • Edited Thumb Tack Hat.
  • Edited Cowboy Hat.
  • #2 Baseball Cap => #2 Pencil Hat.
  • Added Banana Hat.
  • Added Shotgun Shell Hat.
  • Added Ghillie Hat.
  • Added Pocket Clip Horns.
  • Edited Scissor Handle Hat.
  • Added Purple Beanie.
  • I " Rulers Hat => Ruler Hat.
  • Added Staple Remover Hat.
  • Added Gluer Cap.
  • Added Staple Crown.
  • Added Corrector Fluid Cap.
  • Added Penciler Pencil Hat.
  • Added Gluer Stick Cap.
  • Added Tape Hat.
  • Removed The Douglas.
  • Added Forest Camo Cap.
  • Added Warden Fedora.
  • Added Trapper Cap.
  • Added Ink Stained Boater.
  • Added Prairie Camo Cap.
  • Added Business Bowler.
  • Added Poop Hat.
  • Added Tundra Camo Cap.
  • Added Baby Bonnet.
  • Added Hellish Horns.
  • Added Crate Hat.
  • Added Sniper Hat.
  • Added Nuke Hat.
  • Edited Jailbird Cap.
  • Edited Civilian Cap.
  • Edited Mascot Ears.
  • I Heart Inkwell Cap => Inky Cap.
  • I Ink Bottle Inkwell Cap => Ink Bottle Hat.
  • Edited Hundred Gallon Hat.
  • Edited Measureton! Hat.

  • Mouth changes:
  • Edited Smirk.
  • Added Fang Mouth.
  • Added Staple Frown.
  • Added Corrector Fluid Frown.
  • Added V Mouth.
  • Added Gluey Frown.
  • Added Tape Frown.

Bug Fixes

  • Fixed error where negative numbers may have been displayed with a negative sign immediately before a comma (-,100)
  • Fixed error that caused bullets to not be destroyed when breaking crates.
  • Improved efficiency of spawning items like money and XP; instead of spawning 9 of an item if it is worth 9, the game will spawn 1 with a value of 9.
  • Added current score option to Infinite Mode HUD text setting (used for when in challenges and the score is replaced by the name of the challenge).
  • Fixed error that caused taper targeting priority to switch from dead enemies to the player.
  • Enemies now push themselves out of walls, if they somehow get inside of a wall.
  • Fixed error that caused the no ammo notification to remain while in the shop.
  • Edited key sprite.
  • Fixed error where the warden's microphone audio would play even when the server was destroyed in chapter 2.
  • Edit hitboxes in Western Ruleria, Quillshire Prison, The Secluded Cabin, and Inkwell Bridge to prevent clipping out of bounds with excessive movement speed.
  • Fixed error where gluer stick trails wouldn't spawn often enough when the game speed was too low.
  • Fixed error that caused some random Clippies to be created (and in some cases not destroyed) when they didn't have to be.
  • Fixed inconsistent depth for thrown pickup items.
  • Fixed various stats not being tracked or being tracked incorrectly.
  • Fixed revived gluers not using their revived sprites.


Version 0.0.011 - 9/27/24

Local Multiplayer Update

Commit crimes with up to 4 people!




We've been working on adding local multiplayer for all the couch co-op heads out there (and because it's a lot easier than online multiplayer). The majority of this update was focussed on adding multiplayer, so we didn't do much else in regards to small, tiny, unremarkable stuff like bug fixing, balancing, or improving gameplay. Heck, we've probably tripled the amount of bugs in this update alone; the glitches and crashes are a feature!


The Future

With Next Fest waiting around the corner to steal my will to live, we're going to focus on bug fixes and optimizations to give everyone a more stable and comfortable experience!

We're also going to focus on adding some additional bonus levels, as well as adding and improving a lot of the unlockable cosmetics. Current progress towards game completion is still around 10%. We worked on a bit of extra stuff, but not too much. Actually, it's probably closer to 11% at this point.


New Features

  • Added local multiplayer (just in general, this deserves its own bullet point).
  • Added local multiplayer to Infinite Mode.
  • Added "friendly fire" modifier.
  • Added Deathmatch.
  • Added 4 new Deathmatch maps, designed for 4 player PvP.
  • Added the following stats:
  • Other players killed.
  • Damage dealt to other players.
  • Multiplayer Infinite Mode games played.
  • Deathmatches played.
  • Additional player controllers connected.
  • Added customization randomization. You can truly randomize your cosmetics, or randomly choose one preset costume to wear.
  • The game is now more clear about when and what is saved.
  • The weapon swapping buttons are now used in level selection menus to go to the previous or next maps.
  • Quartermaster Unicorn, the War Profiteer, and their text are now animated on shop screens.

Bug Fixes

  • Fixed a bug where, when exiting some levels, the game would transition to the world map 30 times, causing lag.
  • Fixed errors regarding the mouse cursor when switching between controller and mouse-based aiming.
  • Fixed an error that caused the player to aim their weapon at the cursor's position when not aiming while using a controller.
  • Fixed errors with scroll sliders not scrolling properly when clicked or held.


Version 0.0.010 - 9/13/24

Demo Pre-Alpha Update

Optimization, GUI Improvements, and Accessibility Features




We've been working hard to prepare Clippy Commando for the October Next Fest. The highlights include:

  • The damage and input systems have been overhauled, which should help performance on lower end systems and improve scalability for future additions to the game.
  • Various accessibility features.
  • An overhaul of various GUI elements, and a rework of the dialogue GUI from scratch. All text elements had to be updated, too, since I switched from using GameMaker's built in text drawing functions to Juju Adams' Scribble library.

The Future

We've been working on implementing local multiplayer! This feature isn't in a state we're ready to release yet, but should be finished for the next update. Using Steam's Remote Play Together framework, this functionally allows for online multiplayer while we work on implementing a dedicated online system.

Bug fixes and optimizations will be a main focus as we polish the demo for Next Fest. We want to give all players a stable and comfortable experience.

We plan on updating the demo with some additional content, mainly additional bonus levels, modifiers, and unlockable cosmetics. However, as the demo creeps towards its "finished" state, we are transitioning to finishing implementation of content that will only be available in the full game, like the 9 new weapons we added in this update that don't appear in the demo.

Current progress towards game completion is around 10%.


New Features

  • Added "heavy bullets" and "timed items" modifiers.
  • Added various accessibility options, including:
  • Toggle dyslexic-friendly fonts.
  • Reduce (and increase!) screen shake.
  • Toggle hit pauses.
  • Toggle the debris surface (weapon shells and casings, enemy corpses).
  • Toggle vignettes.
  • Slow the game down slightly without impacting score or audio.
  • Added the ability to change scroll wheel sensitivity for swapping weapons.
  • Improved most of the GUI, featuring a brand new dialogue GUI!
  • Added "ally deaths," "damage dealt to allies," "times shot", "candles destroyed," "bushes entered," "bushes destroyed," and "total environmental damage dealt" stats to the stats screen.
  • Rulers now eject unique casings when shooting their pistols.
  • The War Profiteer now has his own enemy bits and damage audio.
  • Added new wall variants and updated all wall sprites.
  • Added link to the changelog, which is where you are now, hello! All major changes and bug fixes will be tracked here.

Balance Changes

  • Gluers damage reduced from 10 to 5.
  • Infinite Mode level ups now require ~120% more XP.
  • Various Infinite Mode weapon upgrade prices were made more expensive.
  • All enemies (excluding the gluer, gluer stick, and corrector fluid) are now impacted by glue (and corrector fluid, if the modifier is enabled) stickiness like the player. All enemies are now impacted by bushes.
  • Bushes now reduce bullet pierce by 0.25 rather than 0.
  • Damaging environmental objects like bushes and crates now adds to the score.

Bug Fixes


Controllers

  • Fixed various errors resulting in incorrect controller input.
  • Fixed an error that caused controller input to not be picked up if the controller was connected after the game started.
  • Updated controller configuration in Steamworks to match current input methods.
  • Updated the default controller button layout for the full game and the demo.

Saving and Loading

  • Fixed an error where some items without ammo (the chapter 2 no cutscene cell key specifically for some reason) could crash the game when auto-saving.
  • Fixed an error that caused save files to be deleted if the game was exited unnaturally before "officially" saving (before reaching the world map).
  • Temporary save files are now saved immediately after launching the game rather than after loading the appropriate save slot.

Infinite Mode

  • Leaderboards now default to global rather than friends to make the game seem more active.
  • Fixed error that caused weekly challenges to be submitted to the leaderboard of the respective map rather than the weekly challenge leaderboard.
  • Locked levels now show their unlock chapter in the level select rather than "???".
  • Infinite Mode no longer crashes after beating wave 26. Innovative for an "infinite" mode, I know.

Story Mode

  • Fixed an error that caused the pacifist medal in chapter 1 to only be obtainable with cutscenes on.
  • Updated the narrator's "voice" to sound less gross and disgusting.
  • Fixed a bug where pausing in Bonus Level 1 would cause the enemies to stop shooting. I have literally 0 clue what was causing the issue, but it's fixed now.

Inventory

  • Fixed an error that caused assigning nothing (the weapon) to an empty inventory slot would crash the game.
  • Fixed weapon swapping functionality; if a weapon is already in the player's inventory and they attempt to assign it somewhere else, it will now do that instead of doing nothing.
  • Weapons should now correctly keep track of ammo, even when swapped or removed from the player's inventory.

Civilians

  • Civilians can now come in multiple races to diversify your war crimes.
  • Civilians now stop completely when the player comes near them, but only if they're in front of their current escape route.
  • Civilians now despawn even when the player can see them to prevent farming money and war crimes.
  • Children now have unique bits.

Everything Else

  • Compressed some audio, resulting in a ~30% reduction in game file size.
  • Rewrote damage system to improve optimization and scalability.
  • Optimized bushes considerably.
  • Fixed various issues with the camera.
  • For some reason, the Infinite Mode modifier objects and buttons were active even when not in the menu, and they used a considerable amount of resources to do nothing and be dumb.
  • Fixed an error that caused the game to crash when a taper couldn't figure out what it was taping.
  • Fixed pistol and revolver bullets having wonky hitboxes.
  • Fixed error that caused the "total teleports" stat to be incorrectly tracked.
  • Fixed error that caused the "times run into enemy" stat to increment when taking any damage, regardless of source.
  • Fixed error that caused ambience particles (clouds, wind, leaves) to continue to move while the game was paused (noticeable in hit pauses and during level ups).
  • I forgot to add the period to the outlined damage number fonts, making numbers like "7.50" appear as "750". Oopsie.
  • Fixed issues with the chapter 1 level node in the demo location.
  • The Steam button on the main menu now links to Clippy Commando's store page rather than Steam's main page.
  • Damage number visuals were tweaked slightly.
  • Fonts are now credited.
  • Text displays for time played are no longer modulo'd by 24.
  • The Quillshire Prison warden now has his own unique sprites and is also not asleep and also also doesn't have a hat ever now.
  • Fixed an error that caused the player's eyes and hat to draw over their weapon. This has been in the game for months and no one ever noticed it.
  • Changed enemy depths to be from the bottom of their sprite to the center.

Version 0.0.009 - 8/26/24

Initial Demo Release


Horray, the demo is officially released! I'm sure there are no bugs, glitches, or unintended coding errors in the demo for the hit 2024 video game Clippy Commando! I'm sure the sprites are good, the sound isn't grating, and the gameplay is fun and addicting! The game of the eon has entered the hands of the public! That's early access, baby!


New Features

  • The entire game.

Bug Fixes

  • Some of them!