Latest Black Plague Releases Available From CMON

Tabletop Gaming News - 23 September 2016 - 7:00am
I totally failed to realize that yesterday was the first day of autumn. So it’s officially ok to start talking about all things spooky and scary. Pumpkin-flavored everything! The latest releases for Black Plague fit the first thing fairly well. Though I wouldn’t suggest trying to find out if they’re pumpkin flavored. They’re also available […]
Categories: Game Theory & Design

Acquia Developer Center Blog: Bug is Defect and Defect is Bug – Right or Wrong?

Planet Drupal - 23 September 2016 - 6:55am

The purpose of software testing is to reduce issues to a minimal level and to carve out optimal quality for a product. When it comes to bugs and defects, there are different schools of thought, but quality is always the main focus.

Tags: acquia drupal planet
Categories: Drupal

InternetDevels: Cache segments and caching in Drupal 7

Planet Drupal - 23 September 2016 - 6:48am

Today’s the day for our Drupal developer’s blog post again, which means a lot of attention to detail and practical tips — this time on caching in Drupal 7.

Read more
Categories: Drupal

Slicing, Sheeting, Saving - A pipeline for large 2D backgrounds. - by Marcus Bäumer Blogs - 23 September 2016 - 6:32am
We give some insights into how we get a finished drawing of a scene into our the game engine of Unforeseen Incidents.
Categories: Game Theory & Design

A Very Long Post About How to Become a Creator. - by Jeff Vogel Blogs - 23 September 2016 - 6:31am
My advice for young people who want to become creators of video games (or any other craft, really), based on my 20+ years in the wilderness of the industry. It is advice in a blog post and therefore to be considered dubious until proven otherwise.
Categories: Game Theory & Design

Quick memories of BioShock development from lead programmer Christopher Kline - by Bryant Francis Blogs - 23 September 2016 - 6:30am
Christopher Kline was almost able to join us last week for our Twitch stream of BioShock, but couldn't quite make it due to a scheduling conflict. He was kind enough to share a few memories of his work on the game.
Categories: Game Theory & Design

On Real-time Stories - by Jason Bakker Blogs - 23 September 2016 - 6:30am
Our team is creating a game that is best defined as a real-time story. In this post I cover what a real-time story is, talk about our main influences - The Last Express and Sleep No More - and discuss the design constraints we've chosen for the game.
Categories: Game Theory & Design

Mobile eSports, Everyone needs a dose - by Adam Wu Blogs - 23 September 2016 - 6:30am
Since most millennials have more than two mobile devices on hand, their worlds are well inside the smaller screens. Mobile eSports is going to be their basic need, not only entertainment.
Categories: Game Theory & Design

Using Games to Teach Economics - by Matthew McCaffrey Blogs - 23 September 2016 - 6:29am
In the last few years, there has been an explosion of interest in the economics of the video game industry, and especially in the digital economies that emerge within games.
Categories: Game Theory & Design

Money Emergence in Video Game Worlds - by Matthew McCaffrey Blogs - 23 September 2016 - 6:28am
It wasn’t so long ago that the idea of an “in-game economy” was little more than a hopeful metaphor, but today, many games feature intricate and evolving marketplaces.
Categories: Game Theory & Design

Game security crash course - by Maxime Griot Blogs - 23 September 2016 - 6:27am
An introduction to game security and the mind of hackers to help you reduce the risks of being a target.
Categories: Game Theory & Design

Rest in Jelly August Devlog - by Marc Marfa Blogs - 23 September 2016 - 6:27am
August is a complex month, half of the country stops, part of the team took a break, but Rest in Jelly’s development continued. From aesthetics enhancements to new features for the new worlds of the game.
Categories: Game Theory & Design

New X-Wing and Mansions of Madness Releases Available From Fantasy Flight Games

Tabletop Gaming News - 23 September 2016 - 6:00am
Sort of two ends of the spectrum for this batch of releases from Fantasy Flight Games. On one side, you’ve got starships flying around in a galaxy far, far away. On the other, you’ve got investigators searching through an old house. Well, both involve “hokey religions” anyway. There’s new releases for both the X-Wing Miniatures […]
Categories: Game Theory & Design

DrupalEasy: DrupalEasy Podcast 186 - Please Don't Burnout (Mark Carver - Bootstrap)

Planet Drupal - 23 September 2016 - 6:00am

Direct .mp3 file download.

Mark Carver (markcarver), Senior Front End Performance Engineer with Tag 1 Consulting and maintainer of the Bootstrap base theme joins Mike Anello to discuss the past, present and future of Bootstrap, Dreditor, and render arrays.

Interview DrupalEasy News Three Stories
  1. We're saying goodbye ;-( - Implement User Enhancements on and port Dreditor features.
  2. Who sponsors Drupal development? - blog post by Dries Buytaert and Matthew Tift.
  3. What's new on - August 2016 - blog post by Tim Lehnen.
Sponsors Picks of the Week Upcoming Events Follow us on Twitter Five Questions (answers only)
  1. Travel (road trips)
  2. Plex
  3. Getting out from behind the keyboard more often.
  4. Buffalo
  5. When he created his account, hired as a school district's web site developer.
Intro Music Subscribe

Subscribe to our podcast on iTunes, Google Play or Miro. Listen to our podcast on Stitcher.

If you'd like to leave us a voicemail, call 321-396-2340. Please keep in mind that we might play your voicemail during one of our future podcasts. Feel free to call in with suggestions, rants, questions, or corrections. If you'd rather just send us an email, please use our contact page.

Categories: Drupal

Verbosity: Migrations on the road

Planet Drupal - 23 September 2016 - 5:33am

As many people in the Drupal community know, I travel a lot. Today I'm in Paris having just completed a migration in-flight during my trip from Montréal. At the end of August I was in San José, Costa Rica where I presented both of the migrate talks my colleague Novella and I have worked on over the past year (unfortunately she could not make it as she moved to Detroit that week). It was fun to present talks I've worked with for so long... familiar. Low-stress. All the notes are now safely stored in markdown format on GitHub. Bliss.

Since they are both in an accessible format I have posted them here for others to access. Of coruse, particularly with the project management talk, the real fun in the presentation is the examples we cite as we talk through each issue, so you'll have to live without that. Here they are:

Migration Shotgun Tour (Montréal 2016, Costa Rica 2016) - in markdown and as HTML/JS slides.

Project Planning a Migration Project (Montréal 2016, Costa Rica 2016, Ottawa 2015) - in markdown and as HTML/JS slides.

...unfortunately there are no recordings of these talks. I tried to capture audio of one of them and did not realize the disk was full. :-/

Prior to these two talks I have done many different variations of these presentations at other camps and summits going back as far as 2013 when I presented commerce_migrate_ubercart to the Toronto Drupal community. It was my first-ever Drupal talk. Since then I became a maintainer of that module and done many talks and countless migrations since! I'm hoping to get back into Commerce migrations when 2.x hits beta, which I hear will be coming soon.

My next upcoming migrate talk will be a full-day training at BadCamp 2016 in Berkeley, California. It is already sold out (sorry!).

See you at DrupalCon Dublin?

Before BadCamp 2016 I will be in Dublin for DrupalCon... sorta! Specifically I will be at the Business Summit on Monday and the Friday Sprints, but NOT at the conference itself (ie, Tuesday/Wednesday/Thursday). Obviously I don't have a talk at the conference this time around... but I will still be in Dublin for that time so I may still see some of you at the parties. If you want to get lunch outside the conference venue or join me for some sight seeing let me know!

I'm on twitter (and yes DMs will ding my phone, even when I travel, so long as I'm paying attention to it). If it is work related, you can also reach out to me through the contact form at

Category: DrupalDrupal ArticlesDrupal Planet
Categories: Drupal

Commerce ARB

New Drupal Modules - 23 September 2016 - 2:29am
Categories: Drupal

Json API Formatter

New Drupal Modules - 23 September 2016 - 1:57am
Categories: Drupal

Deeson: DrupalCon Dublin 2016

Planet Drupal - 23 September 2016 - 1:35am

Welcome to Deeson's DrupalCon blog. We're sponsoring DrupalCon yet again this year, with one key difference: this time we're also looking at the bigger picture, exploring our wider impact within the industry, and within our "future of work" approach.

This isn't just about having our name on a banner; it's about challenging our internal views, and those of the industry, in order to make real changes.

Rather than seeing the future of work as an idealistic utopia, we see it as a place filled with real people who have different challenges, talents and interests.

We're creating an environment where people can thrive through processes like openness, autonomy, flexible working, paid sabbaticals and paid time to contribute to the community, to name a few.

We believe that creating a diverse workplace is key to the future of work which is why, for the first time, we're sponsoring Women in Drupal.

Deeson at DrupalCon Dublin Tuesday 27th

Seminar:Entity Validation: The Kick-Ass Road To Data Integrity | Kristiaan Van Eynde | Wicklow Hall 2A | 15:45 - 16:45

Birds of a Feather Session - Deeson in attendance:Agency Growth: Services Beyond Design and Build | Tim Deeson | Wicklow Meeting 2B | 15:45 - 16:45

Social Event - Sponsored by Deeson:Women in Drupal | Sam’s Bar | 36 Dawson Street | 18:30 - 20:30

Wednesday 28th

Birds of a Feather Session - Deeson in attendance: The Future of Work: How to Create Self-Organising, Happy, Distributed Teams | Tim Deeson | Wicklow Meeting 2B | 14.15 - 15.15

Social Event - Sponsored by Deeson: VIP Reception | 17:00 - 18:30

Thursday 29th

Birds of a Feather, sponsored by Deeson. Sessions in attendance: Group for D8: RoadMap and Q&A | Kristiaan Van Eynde | Wicklow Meeting 2B | 10:45 - 11:45Complementary Platforms: What sits next to Drupal? | Tim Deeson | Wicklow Meeting Room 3 | 14.15 - 15.15

Social Event - Hosted by Deeson: Deeson DrupalCon Wrap Up Drinks | Lagoona Pub,Unit 4, Custom House Square, IFSC | 17:30 - 19.00Trivia Night | Mansion House, 2 Dawson St | 20:00

We’ll also be giving away these most excellent shirts at DrupalCon Dublin, so make sure you see us to get your hands on one.

Categories: Drupal

The BBC Method Of Story Arcing Part 2

Gnome Stew - 23 September 2016 - 1:00am

There’s a crack in my wall

In my first article I hit the high points of how the BBC tells stories and how you can appropriate that for your games. In this article I’ll touch on how you can build up the material you need for a single session of play and how your needs will differ depending on where you are in your game.

Building a single session

What you need are elements. What are elements? They’re the building blocks you assemble so you can either build your session before play starts or improvise your session during play. So what are these mystical elements. Let’s get a list going:

  • A problem to solve.
  • Setting to interact with.
  • The tone you’re looking to make happen during play.
  • Your Genre conventions.
  • Your story arc questions you want to highlight.
  • Any mechanics you need to help facilitate your sessions ideas.
  • Any other things you might need to help you run the game.
A Problem to Solve

You need something for the PCs to deal with. Back to The Doctor. In The Eleventh Hour capturing prisoner zero is the problem to solve with a scorched earth being the stakes The Doctor is dealing with.

Setting to Interact With

The small English village of Leadworth is where the The Eleventh Hour takes place but it’s the people, Amy and Rory, the numerous forms that prisoner zero has taken on, and the Atraxi are who and what the doctor interacts with.  So the setting are your people, places, and things. The important thing is to make sure you hit your themes and tones for your sessions using your people, places, and things which leads us to…

The Tone and Genre

Doctor Who has always been adventure fiction that mashes up or changes genres as it will but this has always led to an underlying tone of fanciful whimsy. I find it best to pick a genre and tone I want to go with and collect my genre conventions, or tropes, and learn what I can about the tone I’m interested in so I can present those ideas to the players before play to help get them on board, and during play to help get them steeped in those ideas. The Eleventh Hour is an adventure romp all the way touching on a number of Doctor Who tropes and hitting fanciful whimsy all the way through. Here is a website with a number of Tones you can choose to try and hit in your games.

Your Story Arc Questions

Pick a couple of story arc questions you’d like to highlight. How you’re using them will depend on where you’re at in your story arc which I’ll talk about in the back half of this article.


If you’re going to have a timed scenario, such as, the Atraxi are going to burn the Earth unless you capture prisoner zero, then you should probably have a mechanics to help ratchet up the tension of the Earth possibly being burned to death. Inventing them can feel difficult but just remember to keep it simple and you can adjust it on the fly if need be.

Other Things to Help You Run the Game

Maybe you’re playing a dungeon crawl series that hits a floor a week and tells the story of adventurer’s delving deep to retrieve something. That means you’ll need a map, possibly some stat blocks of monsters, devilish traps too overcome. Excreta. If it’s Doctor Who maybe you just want a list of things about the time and place the game will go to so you can drop in setting appropriate details. Maybe it’s a name list so you don’t have to have terrible names. It’s whatever else you need to be comfortable to run the session.

So those are the general items you need for a session. Now let’s chat about how your needs might change from Early sessions of the story arc to your season or story arc finales.

Early sessions

In the first couple of sessions try and get the story arc questions you’re most interested to see answered out there so the players can start thinking about them. Here are a few ways you can do this:

  • The mystery of the unknown.
  • The tension of a secret that could come to light.
  • Something that appears over and over again.

There are others but these three are very effective. Now let’s go back to our doctor who example from part 1. In episode one there is a crack in the wall that is actually a crack to another dimension. It’s a pretty strange oddity but the doctor deals with the crack by opening and closing it to seal it. If we are the GM of this game, we know the cracks are spread throughout space and time so it ok to have a simple solution to our secondary problem of this session and more importantly we’ve introduced the idea of the cracks in the universe. Next time we have another one show up the PCs know something more is at work and maybe they start looking harder at the cracks in the wall. This hits the mystery of the unknown and something that appears over and over again.

Towards the end of the first episode prisoner zero tells the doctor the universe is cracked, the pandorica will open, silence will fall. Once again hitting the mystery of the unknown and something that will appear over and over again.

At the very end of the episode the doctor comes back to get Amy and she asks if they can be back on the same day. When the Doctor questions her she says she needs to be back in time for stuff. We find out that stuff is her wedding. That’s our second moment, a secret that creates tension that could be revealed. Amy also questions why the Doctor has chosen her. The doctor counters by telling her he’s lonely but really it’s about the cracks in the universe and the role Amy might play in that. This is another secret that could be revealed.

This means at the end of one episode, or one session of play, we’ve introduced the story arcs of the cracks in the universe, Amy’s strangeness, and Amy running away from her wedding while seeding story arc questions using the three methods.

Middle sessions

The middle sessions of a story arc are about information distribution, as far as the story arc questions are concerned. There is also a way to throw a curveball at the PCs. Twist or complicate the story arc question.

Information Distribution

So there’s a term called metaplot that gets thrown around with shows like Buffy, Doctor Who, and the CW superhero shows. What they’re talking about is the story arcs of those shows. One of the story beats that happen often in these shows is there is some bit of information that is gained by the protagonists. That information turns into a leads the protagonists follow while dealing with the problem of the week, which may or may not be related to the leads they’re following. This information can form a trail of clues which will lead to the resolution of the story arc.

This could also be a puzzle piece mystery that the PCs could figure out through leaps of logic. Maybe you have a timer going on in the background that the antagonists are working on. That way if the PCs figure out the mystery before the antagonists complete their plans you can reward them. Just look at your timeline, figure out how it benefits the PCs or thwarts the antagonists, and proceed forward. If you’re more improvisational just take a moment to think about what your antagonists were up to at that point, what advantages the PCs should get from getting to the conclusion early, and move forward.

The Twist

So the twist is a moment that changes the perceptions of a story arc and gives everyone pause. These twist moments complicate the story arc questions and create difficult choices and situations for the PCs. For instance, in our Doctor Who example during the 7th episode The Doctor pulls out a piece of the destroyed TARDIS from one of the cracks in the universe. It’s a clue and part of the mystery of the cracks in the universe, but it’s also a revelation that’s very personal to The Doctor. To add another twist to this episode Rory is killed and then erased from existence by the crack in the universe. This completely changes one of Amy’s story arc’s that has arisen concerning who is more important to her, The Doctor or Rory.

Later sessions

Our final sessions of the story arc need to resolve our story arc questions. So this means if the PCs haven’t figured out the mysteries you’ve been putting before them or they’re just missing a piece or two of information so they can know who to put the beat down on or where to go to deal with their issues it’s time to give it to them. It’s time to be a little more blunt or obvious and give those final answers.

For example, in the last episode of the Doctor Who season I’ve been referring to River Song finds the painting of the Tardis being destroyed and learns it’s connected to Stonehenge in some way and basically puts up a billboard in time to tell the doctor to come find her there. The Doctor arrives and they find the Pandorica, he gets locked inside the Pandorica, and the Tardis blows up.

Now here’s the thing. The Doctor never figures out why the Tardis blows up. The Silence would have won if not for a whole lot of wibbly wobbly time manipulation and very special Doctor Who writing but if this was a game then the GMs timer would have run out and the GM would have enacted their end game plan as prescribed above. So while it’s a story arc it doesn’t mean the outcome is predicted or assured. If this was an RPG the PCs might have discovered who the silence was or how they planned on destroying the Tardis and avoided it and thwarted them. Just another thing to keep in mind. Have an end goal and allow it to happen if it gets there but never dictate the ending.

Issues that Arise

I’m going to pause here for a moment because I asked myself and feel like some of you other readers are also asking yourself a possible question. How do you keep the PCs from just barreling after the story arc questions? I like to keep the pressure on the PCs. They’ll want to pursue a story arc issue they know about and I’ll just drop in another problem that is more immediate and in some way personal or relevant to one of the characters. Now they can still pursue the story arc issue if they want but they need to deal with the consequences of not handling the immediate problem. This is my preference for putting tough choices on the PCs.

If you don’t like putting those choices on the PCs then it’s about information distribution. When the PCs pursue the story arc problem you just need to keep feeding them bits of information while putting problems in the way of getting the information or story arc questions that are personal to the PCs along with getting those bits of information. Those bits of information lead to the next bits of information. This is a trail of clues or trail of information as proscribed by GUMSHOE. You can even combine that into what I like to call a puzzle piece mystery where you keep distributing these bits of information and the PCs will eventually put the pieces together. If they make some logic leaps and figure out what’s going on early then they gain some advantage going towards the story arc finale.

Time Keeps on Slipping…

So that’s part 2 and probably the last part of the BBC method of storytelling. If you have any questions, comments, or ideas for how to make the ideas within better please let me know. I’d love to hear them and thank you for reading.

Categories: Game Theory & Design

Third & Grove: Responsive Image Configuration in Drupal 8

Planet Drupal - 23 September 2016 - 12:30am
Responsive Image Configuration in Drupal 8 abby Fri, 09/23/2016 - 03:30
Categories: Drupal


Subscribe to As If Productions aggregator