Credits to @thinkingwithshifting (AiWE engine + scripting help), Nintendo (original game + most audio), Centrixe the Dodo (asset rips), max7866889 & @AdventureMase (rigging help + shading style), RadianceAfterRain (rigging help), @-Rex- (PTE), @SpiritSK (smooth rotation script) @ChachorroLouco234 (stage jingles) and @TheScarfedStickman (idea of TV stage). My fourth AiWE creation is also my most ambitious by far. Not just for referencing another media or completely changing gameplay between levels, but also for using proper 3D pre-rendered graphics created in Blender, which I installed and learned primarily to create them, with a little help from three friends. I thank thee for making this a reality! It's also for being the first* attempt at using a text engine in conjunction with AiWE, something my pal @thinkingwithshifting has contemplated long before. The one used is not the AYM-standard PTE++ (which was used by Shifty for his elevators), but a lighterweight model by @-Rex- from 2019, chosen to lessen lag on lower-end devices and keep the AiWE engine always running stable: https://scratch.mit.edu/projects/305170883/ *(i started this one first) As for the game I've adapted here, I've sure been getting my patience's worth outta it! Tomodachi Life: Living the Dream ain't exactly perfect, but it's still left an extraordinary mark on le interweb, whether it be with influencers, Mii fanatics, or my own close pals who I've recreated with the souped-up maker. But now, why specifically Crocksley as the star? Other than the lil' worrywart being one of my demo trio, it's also because..... ohie, the wiki-style expo's comin'. Best turn back before you're spoiled, eh? The object of this microgame is in controlling photorealistic hands to assist a Mii of Crocksley out of various accidents, which change in each difficulty level. Lvl1: Pick the fallen Crock up from the ground, then let go to stand zir back up. Lvl2: Rub Crock's sides to unstiffen his frozen joints, then let go. Lvl3: Repeatedly poke Crock's back in the right spot to stop her hiccups. They'll give directions whenever you miss. [BEGIN DEV. NOTE] = ASSETS = Discounting the command and text engine, this microgame has 26 costumes and 1 backdrop. When the text engine is counted, 115 costumes are added to total 141 overall. = INTEGRATION = To add this microgame into a full project, the following must be done: - ⚠️ Update the microgame count. - Import these as usual: the sprites, the backdrop, the music and the broadcast script (into the chain of if-loops). -- If the project already contains the exact pen text engine used here, keep it as is and import the 5 scripts used by this microgame. If a different text engine is being used, adapt these scripts to use it instead - I can assist if needed. - Add the microgame ID to the lists of long and keyboard microgames. - Add to a speed list. - Import the command and it's vocal. - Import the one extra [MiiAccident] script in Stage - who else but Mr. Localtimer! Y'think he knows Crock? - ⚠️ Also import the [timer2front] broadcast recieve script into the timer sprite - in this case, "_??? Bomb_" (yes, needed this again) - If applicable, update the credits. [END DEV. NOTE] Are we.... bananas?