Do you guys know any solution for this?
I tried with 3 projects with Unity 2021.3.1f1 and all of the three spawn the same issue.
Currently we are upgrading our games to that version and API 31 for Android so downgrading or keeping our current versions of Unity is not a solution.
Thanks! Will try to delete the gameroom stuff and make it work so I can keep up to date.
For anyone reading this in the future take into account the dependencies and the manifests that points to gameroom.
I've been designing some maps in ArcGIS Pro for printing (with the hope of creating identical web map versions) and, seeing that Arcade expressions can carry over into ArcGIS Online, went through the time and effort to figure out and incorporate arcade expressions into my labels. I then shared my layers to my ArcGIS Online account and found that (among many other things) my Arcade label expressions were not recognized or supported.
Wasn't the whole point of Arcade to have a universal expression language across the platform and make sharing content between different applications quick and seamless? Below are some screenshots of what it should look like vs what came up in ArcGIS Online, as well as the expression I am using.
If this is a limitation of ArcGIS Online? If so, can we get some documentation on what is and isn't supported? The only thing I saw in my prior research was that multi-line label expressions were not supported, and it's frustrating to have to find the limitations yourself through trial and error. I'm glad we're getting progress in the web map labeling department, but I thought universal meant universal.
What I'm trying to do is replace some words with abbreviations and then use two different font sizes. The replace function worked, so I'm guessing it's just an issue of using two font sizes in one label? There really needs to be some better documentation on this stuff for users to refer to. #
The label options in ArcGIS Online are still very limited. There is no support for using fnt, clr and other tags (yet?). As you noticed, when you create some "html" string format it will not be interpret the html, it will just parse it as text. In the future you will see that the possibilities will start to be more similar to allow you to do what you want. This will take some time though.
So the issue is that I'm actually using HTML tags within an Arcade expression, and the Arcade is being recognized by AGO while the HTML within is not? Frustrating, but I think I understand now. Thanks for the information.
Hi Aaron Koelker , it would be great if this was possible (generate HTML code using Arcade) and have an pop-up or label be able to interpret the HTML and show it correctly. I understand your frustration, but Arcade is a new language and still in development. It will take time to reach a point where the same options will be supported in Desktop and ArcGIS Online (and Apps and Enterprise and ... well the entire platform). There are some exciting things planned for future releases and I am sure that what you are looking for will be possible in the future.
I just experienced the same problem. Thought, ok I'll use Arcade, only to find out the labels don't translate at all for text formatting. @XanderBakker any update for getting this into the labeling? I was hoping it would at least be in the Mapviewer Beta, but no luck still.
Unfortunately, currently this is still not possible to do. I don't know when this issue will be resolved, but I don't see any mention of in the new AGOL to be released on Dec 8. However, I haven't checked this in the Early Adoptors version...
Disney Dreamlight Valley Arcade Edition on iPhone 15 Pro has a few issues. I was surprised to see it not run at 60fps, and I hope this can be added in an update. The only other issue is the text size might be a bit too small for some people in a few menus, and some of the touch targets are too small on the phone screen. These need to be tweaked for touchscreens. It runs at full screen on both iPhone 15 Pro and iPad Pro (2020) thankfully, and progress syncs seamlessly between them and my MacBook Air.
The Apple Arcade version, like the main game, is a bit buggy though. This is in a much better place compared to the early access release, but still worth noting with some things seemingly being stuck in the ground, a character being out of bounds until I reloaded the game, and things like that. Nothing gamebreaking, but keep this in mind.
Donkey Kong "original edition" was released by Nintendo for the virtual console. It was basically the nes version with the pie factory level added. It's been ported by fans to the nes as "pie factory edition." I made a cartridge of it for my nes. It's my favorite home version right now.
I was asking about one that had all levels. When I was a kid in th 80's I had the arcade strategy guide and always wondered why the arcade version had the extra level that my intelivision version didn't have. Years later some one told me it was because console carts didn't have enough space.
Atari's ports of the game to 8-bit computers have all four screens and (to my knowledge) faithful lay-outs of where those screens appear in each level. This includes the Atari 8-bit, C-64, C-VIC20 and Apple II versions (maybe the TI-99/4A version as well; I haven't played that one). Most of them even have the "How high can you get?" screen. I believe these are the most arcade-like as far as preservation of features goes, and I'm especially fond of AtariSoft's C-64 release. I think it's the best all-around home port of DK (so far).
Coleco's ports, even for their own ColecoVision, are incomplete. They all dropped the pie factory screen and all but the ColecoVision version dropped the elevator screen. Coleco made up for this somewhat by expanding the game to include the pie factory screen in a release for the Coleco Adam.
Nintendo's original port for the NES doesn't have the pie factory screen, and other screens, particularly the first, have noticeable differences compared to the arcade game. Atari Corp. copied all of the NES version's quirks when creating the Atari 7800 version.
As mentioned, Nintendo released an expanded version of the NES port called Donkey Kong: Original Edition to commemorate the NES's 25th anniversary. This version includes the pie factory, but still has all the other quirks.
Also as mentioned, there are several homebrew efforts to create more faithful DK ports for systems like the Atari 2600, ColecoVision and Intellivision, and the Atari 8-bit version has been converted for play on the Atari 5200.
But to answer the question literally: No, the arcade version of Donkey Kong has never been released in emulator form for any console. Nintendo was very slow to enter the emulation game, and even when they finally did, they stuck with console emulations, neglecting their arcade titles.
I vaguely remember a story I read somewhere (maybe on these boards?) about Nintendo not owning the source code of the arcade version of Donkey Kong, so they cannot publish it. Maybe it's just an urban legend...
Surprised no-one's talked about the versions which were put out in the UK by Ocean in the mid-80s. I've not played it myself, but the adaptation for the Amstrad CPC is widely considered to be one of the better home ports.
It was always a question to me whether the "unlocked" version (not the modified version you play to get the banana) of Donkey Kong found on Donkey Kong 64 was emulated code, or a port of some sort. It feels like the original, but I recall some odd differences here and there.
How well would those arcade strategy guides work with home versions? They are not exactly ports or even translations of the original code. They may look the same but in most cases its a different game.
Yeah this is the story that I understand. Donkey Kong was programmed and manufactured by a contractor Ikegami Tsushinki and the contractor retained the copyright to the code. When demand for Donkey Kong increased they used an additional contractor for manufacturing. Nintendo got sued for manufacturing unauthorized copies of Donkey Kong. Later when making Donkey Kong Jr. they reused some Donkey Kong code and got sued again. They settled out of court, I assume Nintendo has control now. There was a 1982 US case, Nintendo of America vs Elcon Industrie, where Elcon was sued for their Crazy Kong clones. Part of Elcon's defense was their position that Nintendo copyright claim is invalid because of Ikegami Tsushinki. Elcon did not win that one.
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