Twig Renderable

New Drupal Modules - 16 July 2016 - 4:01pm

Provides a Twig extension to work with render arrays.

  • will_have_output('path', 'to', 'render', 'array')
  • add_class(string|array $class)
  • merge_attributes(array|\Drupal\Core\Template\Attribute $attributes)
Categories: Drupal

David Lohmeyer's Blog: Scaling block output as Twig variables in Drupal 8

Planet Drupal - 16 July 2016 - 2:30pm

With Drupal 8's Object Oriented focus, it's just a matter of time before cooler approaches to the theme's giant template.php (now yourtheme.theme) file are found. I've written a nicer way to get block output into the $variables array in page and node preprocess functions. What this allows you to do is use simple variables like {{ my_cool_block_stuff }} in yor Drupal Twig templates.

Categories: Drupal

Kemonomimi - Moe Races (PFRPG)

New RPG Product Reviews - 16 July 2016 - 2:26pm
Publisher: Amora Game
Rating: 4
Kemononmimi: Moe Races for Pathfinder opens some interesting thematic options for character race. While they certainly will not be to the taste of every player, or fit in every campaign, there are some fun and interesting ideas here that are worth taking a look at if animal-themed races have a place in your game world.

Kemononmimi: Moe Races for Pathfinder by Wojciech Gruchala and Greg LaRose and published by Amora Game presents the seven new subraces of the Kemononmimi, animal spirits given human form to aid humanity. The layout is clear with color artwork illustration for each of the different type of Kemononmimi.

Simply put the Kemononmimi are animal spirits that were given human form to aid, guide and protect humanity. For example, the Inumimi (dog spirits) were tasked as guardians and the Akaimimi (red panda spirits) are to help humankind in its spiritual and meditative journey. They all share low-light vision and an affinity for the animals their spirits reflect but otherwise have statistic and skill bonuses to reflect their personalities and assigned role.

For the right campaign niche, they could be quite interesting to encounter in game and the animal-person vibe will appeal to some players. Some of the particular abilities are quite interesting the Akaimimi gain supernatural insight, the Araiguma (raccoon spirits) can dowse for water and purify food by washing it in clean water while the Usagimimi (hare spirits) have a creative craftsman ability reflecting their roles as builders that encourage in game crafting. So, there is a subrace of the Kemononmimi here for most player styles.

The products only weakness is that it is just the subraces, no traits, feats, or other support material is provided to really flesh them out and give them focused, thematic options.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

Note: Read more reviews and other gaming articles at my journal
Categories: Game Theory & Design

Review Roundup

Tabletop Gaming News - 16 July 2016 - 11:00am
Ah, Saturday. What cannot be accomplished on a day such as this? … except maybe typing correctly, since the first time through writing that I had 3 typos. *double-checks that they’re all fixed* … Ok, I think I got ’em. I’m big on tradition, and the tradition for Saturday is to post a Review Roundup. […]
Categories: Game Theory & Design

Stone Dead (3.0)

New RPG Product Reviews - 16 July 2016 - 9:36am
Publisher: Wizards of the Coast
Rating: 5
This adventure is set in Respite, an isolated town along the banks of a river fed by a nearby hot spring, which is renowned far and wide for the practice of the healing arts - you can place it anywhere suitable in your campaign world. But all is not well...

There is some lengthy background that explains the combination of happenstance and malign action that has brought about the current situation and a synopsis of how the adventure should play out - pretty straightforward, the party has to find out what's going on and deal with it! Some hooks are provided to get them to Respite in the first place - perhaps they have encountered a refugee, as many of the townspeople have fled, heard rumours, or have reasons of their own to be visiting the place anyway.

The approach to town is covered in some detail, as there are some odd features which the party may pick up on - although they serve more to indicate that something is amiss than give clues to the actual problem. There's a map of the gatehouse and one of the town centre - if you want detail of the rest of the town you will have to supply it for yourself. The maps these are based on come from March 2001 entries in the Map-a-Week series on the Wizards of the Coast website, but are no longer accessible from the link provided in the PDF.

There are plenty of opportunities to build up suspense as the party explores what appears to be a deserted town, and once they find the Bad Guy there will be an epic brawl to defeat him... and his monstrous sidekick (a decidedly nasty new monster born of dark magic) as well. Once their dastardly plot has been defeated - and, boy, it's an excellent one! - the task of rebuilding can begin.

It's a sneaky adventure that kind of grows on you, at first glance it doesn't seem much, then you realise how atmospheric it can become, especially if the party has visited Respite in the past. It's worth considering having this happen just so that the effects of this visit are really shocking!
Categories: Game Theory & Design

Ill Wind in Friezford (3.0)

New RPG Product Reviews - 16 July 2016 - 9:33am
Publisher: Wizards of the Coast
Rating: 4
Misfortune often comes all at once, and this certainly has been the case for the once-prosperous village of Friezford. The opening notes explain all, but it's not completely clear how much of this background the party should actually know in advance...

This is a classic ghost adventure, with the ghosts requiring certain things to be done for them by the living before they can return to everlasting rest and peace. So of course, the trick is to figure out what they want and survive long enough to accomplish it. Needless to say, it's not only the undead which will pose problems... and there's a whole bunch of new ghost special abilities to make even the ghosts more potent. One of these, the ability to manifest a solid object (even whilst the ghost manifesting it is still, of course, incorporeal) is quite interesting and worth considering for other ghosts in your game.

There is a run-down of all the ghosts around (and there are quite a few), along with the single specific condition that will allow them to depart to their rest. Only then do we get to the hooks to get the party involved with the situation and the information that they can gather (or access via bardic knowledge) once they decide to investigate further. There's not a lot, because it was apparently over an hundred years ago that the village was overrun and common knowledge is by now not very detailed.

Four events are provided, which may be run in any order as is appropriate given the party's actions. These should provide plenty of action and excitement. There is a map of Friezford and its environs, and a good detailed run-down of the locations - and of course what happens should anyone visit them. Some of them are really quite 'spooky' and can be played up to emphasise the atmosphere of the ghost town.

The main problem with this adventure is the very specific terms under which most of the ghosts can be laid to rest... to be precise, how difficult it is to firstly discover them and then put them into effect. At one point, only two very specific spells will work which the characters may or may not have: and if they do not, it's airily waved aside as a sidetrek that's up to the DM to arrange to gain access to them... even though it's never made clear just how they are supposed to discover which spells they need in the first place!

That aside, the actual ghost town and events going on there should provide a fair bit of quality spooky entertainment for your group.
Categories: Game Theory & Design

Datamuse API

New Drupal Modules - 15 July 2016 - 10:00pm
What is it?

The Datamuse API is a word-finding query engine for developers. You can use it in your apps to find words that match a given set of constraints and that are likely in a given context. You can specify a wide variety of constraints on meaning, spelling, sound, and vocabulary in your queries, in any combination.

Categories: Drupal

Wuinfo: Have hundreds of items in one multivalued field?

Planet Drupal - 15 July 2016 - 6:29pm

Sounds like a bad design? When the first time I found out this, I thought that should have avoided it in design. But, that is not what we are talking today. After we I figured out a way to fix the performance, it seems quite a powerful way to deal with the business logic.

How to accommodate the request that a node holds thousands of multiple value items in one field? When it comes to editor experience, we have something to share. Multiple values field for a field-collection-item is a usual setup for a content type. When there are only couple dozens of values, everything is good. The default field-collection embed widget with a multivalue field is working well.

As the number of items goes up, the editing page become heavier. In our case, we have a field collection contains five subfields. There is one entity reference field pointing to nodes, two text fields, one taxonomy entity reference field and a number field. Some nodes have over 300 such field collection items. The editing pages for those nodes are like taking forever to load. Updating the node getting more and more difficult.

for such a node, the edit form has thousands of form elements. It is like loading an adult elephant with a small pickup truck. Anything can slow down the page. That can be from web server performance to the network bandwidth and our local computer browser capability. So, we need to find a valid way to handle it. We want the multiple value field to be truly unlimited. Make it capable of holding thousands of field-collection-items value in a single node.

After doing some research, we come with a pretty good solution. Here is what we had done to deal with it.

We use Embeded Views Field to build a block for the field collection items. We paginate it and break down 300 items into 12 pages. Then, we insert the views block into the node editing page. Not loading all the elements into the node editing form, it speeds up the page loading immediately. Display the field collection items in views block is not enough, we need to edit them. I had tried to use the VBO to handle editing and deleting. It did not work. Then we built some custom ajax functions for editing and deleting. We use the ctools modal window as front end interface to edit, delete and add new items. That works well. With modal window and Ajax, we can keep the main node edit page untouched. There is no need to refresh the page every time they change the field-collection-items. Thanks to the pagination of the views block. We now can add as many items as we want into the field collection multivalue field. We added views sorting function to the embedded views field.

Sounds pretty robust, but wait, there is something missing. We quickly running into problem soon we implement it. What about the form to create a new node? On the new node page, the embedded views field block is not working. A new node does not have its node id. We fixed it by using the default widget. It is just for the new node page. We used the following function to switch the field widget.

function MODULENAME_field_widget_properties_alter(&$widget, $context) {
  if ($context['entity_type'] == 'node') {
    if (!isset($context['entity']->nid)) {
      if ($context['field']['field_name'] == 'FIELD_MACHINE_NAME') {
        if ($widget['type'] == 'field_collection_hidden') {
          $widget['type'] = 'field_collection_embed';
Categories: Drupal

Yandex OAuth

New Drupal Modules - 15 July 2016 - 4:03pm
  • Authenticates users with their Yandex accounts.
  • Provides a central storage for access tokens.
  • Other modules that provide integration with different Yandex services may require this module to get user's access tokens.

Basically as a site builder you need this module only if another module depends on it. As a developer you may add this module as a dependency of your one if it needs user's Yandex access tokens.

Categories: Drupal

USAOpoly Posts Gen Con Plans

Tabletop Gaming News - 15 July 2016 - 3:00pm
Gen Con is just around the corner and companies are starting to show off just what they’ll be bringing with them to the “4 Greatest Days in Gaming.” USAOpoly always has quite a popular booth, and they’re looking to see it packed again this year with gamers wanting to try out all their cool wares. […]
Categories: Game Theory & Design

Castle Assault: The Fell Fire Forge Up On Kickstarter

Tabletop Gaming News - 15 July 2016 - 2:00pm
Volsk Game Company has launched a campaign for Castle Assault: The Fell Fire Forge (holy alliteration, Batman!), their new strategic card game for 1-2 players. The dwarven fortress of Kaz-zath’dun, long sitting forgotten, has been torn open due to the Dragon Fang Mountains’ eruptions. The forge where many gods crafted legendary weapons is once again […]
Categories: Game Theory & Design

Don't Miss: Self-promotion for game developers

Social/Online Games - Gamasutra - 15 July 2016 - 1:11pm

Industry vet Raph Koster (Star Wars Galaxies) explains in this timeless post how self-promotion is neither dishonest nor tacky -- and explains how you should step up and take credit for your work. ...

Categories: Game Theory & Design

Gobby Party Card Game Up On Kickstarter

Tabletop Gaming News - 15 July 2016 - 1:00pm
Well… this one’s a bit different. I sure hope you brushed your teeth, as they’re going to be on full display when you play Gobby, a new party card game that’s up on Kickstarter. If anyone’s familiar with “Chubby Bunny”, it’s sort of like that, but in reverse. In the game, players take turns putting […]
Categories: Game Theory & Design

New Bull Centaurs Available To Order From Forge World

Tabletop Gaming News - 15 July 2016 - 12:00pm
It’s been a while since Forge World has gone for the Fantasy side of things. Usually, we’re getting new Horus Heresy characters or giant robots (not that I mind giant robots, of course). But this time around, they’ve got something new to order for Age of Sigmar. They’ve got a new Bull Centaur unit as […]
Categories: Game Theory & Design

Survey: Devs are growing happier with the state of video game tax breaks in Europe

Social/Online Games - Gamasutra - 15 July 2016 - 11:56am

Today GDC Europe officials dig deeper into the results of the 4th annual European State of the Industry Survey, which offers insight into how European devs feel about the state of tax incentives for game development in Europe. ...

Categories: Game Theory & Design

Sooper Drupal Themes: Glazed 2.5.0 – Massive Release, Powerful New Design Tools

Planet Drupal - 15 July 2016 - 11:51am

New Typography Controls, New Layout Capabilities, Drupal Block Design, and much more!

Today after about a month of coffee-infused delays I'm happy to announce Glazed 2.5.0. and Carbide Builder 1.0.11. Our framework theme has just become massively more powerful, with design tools that help you create any design imagineable the hassle of writing and testing code. While on the surface...

Categories: Drupal

The Sego Blog: Drupal 8, Pantheon & GitKraken: Part 3 of 3

Planet Drupal - 15 July 2016 - 11:51am
07/15/2016Drupal 8, Pantheon & GitKraken: Part 3 of 3

Welcome to the third and final installment of our three part Drupal 8, Pantheon & GitKraken series.

Categories: Drupal

Devs weigh in on what makes Pokémon Go so appealing

Social/Online Games - Gamasutra - 15 July 2016 - 11:31am

The game dev community has been rife with Pokémon Go talk, and now The Verge has put up a nice roundtable with devs Rami Ismail, Zach Gage and Asher Vollmer discussing why the game is so successful. ...

Categories: Game Theory & Design

New Mobile Artillery Piece and Armored Train Available For Bolt Action

Tabletop Gaming News - 15 July 2016 - 11:00am
A pair of new releases are up in the Warlord Games webshop for Bolt Action today. If you’re a fan of big guns, you’ll be interested in seeing what they’ve got. There’s the 15cm sFH auf Lorraine Schlepper(f), a mobile artillery piece usurped by the Germans after they invaded France. Then there’s an armored friggin’ […]
Categories: Game Theory & Design

Friday Snippets

Tabletop Gaming News - 15 July 2016 - 10:00am
Well, as was expected, Thursday has turned into Friday. The week’s still going by quickly (that’s NOT a complaint). So it should be almost no time before I’m headed home for a lovely weekend of… I’m not 100% sure what I’ll be up to this weekend. Having spent the last two Saturdays driving ~9 hours, […]
Categories: Game Theory & Design


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