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OpenLucius: Coding custom (compound) Drupal fields

Planet Drupal - 19 February 2015 - 5:38am

In a previous post I wrote about why 'Compound fields' in your Drupal installation. A compound field can be seen as a unified field, so a field that contains multiple fields. Get it? :)

And now, as promised: how to build

To clarify you will find below an example of how to build a module in which you define a compound field. In this example I am creating a 'Video' field’ for which the following two fields are required:

Categories: Drupal

Config Pages

New Drupal Modules - 19 February 2015 - 3:16am

DO I NEED IT?
At some point i was tired of creating custom pages using menu and form api, writing tons of code just to have a page with ugly form where client can enter some settings, and as soon as client wants to add some interactions to the page (drag&drop, ajax etc) things starts to get hairy. Same story was with creation of dedicated CT just to theme a single page (like homepage) and explaining why you can only have 1 node of this type, or force it programmatically.

If this sounds familiar, then this module may be just a thing you were looking for :)

Categories: Drupal

Standing at the Crossroads

Gnome Stew - 19 February 2015 - 12:00am

Have you ever found yourself standing at the crossroads?

When the latest edition of Dungeons & Dragons arrived I jumped right into gamemastering a new campaign. I decided that rather than play through published materials I’d design my own campaign that revolved around a world-shaking Event and the continuing world-reshaping fallout from that event. I put a lot of thought into it and hammered out a broad outline (I like to fill in details as I go to incorporate the reactions from my players) that would span levels 1-20.

For various reasons I decided to use Harn as my campaign world. As my players were unfamiliar with it, I decided to start them in a corner of the world where I could introduce the politics, religion, and socio-economics of the setting. The beginning sparks of the Event would happen here.

Unfortunately (or fortunately, depending on your point of view), what was intended to be a 1-2 session opening turned into an 8 session (and possibly more) mini-saga. My players really got into the setting and its Tolkienesque vibe (I took my own advice and allowed the players to make standard PCs, but the rest of the world more resembles Middle Earth than Greyhawk or Golarion) and at this point while they have some hints at something bigger happening, I haven’t gotten to the Event yet.

My players are really enjoying the campaign, so now I find myself questioning whether I’d be threatening that by moving ahead with the Event. I find myself revisiting many old campaigns (both as GM and player) that started off awesomely, but the sudden change in tone was less well-received. I’m wondering whether I should tone down or remove the Event or proceed as I’d originally planned.

Have you ever found yourself at the crossroads of a campaign? What did you ultimately choose to do? Was it satisfying or did you regret your decision? Did you ever get a chance to revisit the crossroads and take the other path? How did they compare?



Categories: Game Theory & Design

Lawful GM: Setting the Board

RPGNet - 19 February 2015 - 12:00am
How to design political systems for RPGs.
Categories: Game Theory & Design

Nate Haug: Drupal and Backdrop meet Drush and Drupal Console

Planet Drupal - 18 February 2015 - 11:22pm
Drupalbackdropdrushdrupal console

Tonight I was reading up on the history of the Drupal Console. It started after seeing a tweet that seemed to indicate that the Drupal Console project is headed towards full command-line abilities to control Drupal. Up until recently, the Drupal Console has been described mostly as a "scaffolding tool" for Drupal 8, which would help save developers from boilerplate code. But Console can now enable/disable maintenance mode, which looks like it's headed right into full-blown site management.

This got me thinking, "don't we already have a command line tool for managing Drupal?" Of course we do! It's drush, The canonical tool for managing Drupal sites. I know I must not be the first to think of the overlap, and knowing the Drupal community tends to react poorly to overlap, I did some searching on the history of these two projects. There are a lot of cross-links that happen all over the place, but I think these two posts generally sum things up:

It may take a while to read through the posts and their internal links, but several similarities struck me between Drush/Console and Drupal/Backdrop.

  • The initial reaction was negative. Both Backdrop and Drupal Console received some negative response, claiming that the overlap was wasted work or would hurt either the project or developers.
  • The purpose for forking or rewriting was based around leveraging Symfony components. I find this interesting that Backdrop was created to avoid adopting Symfony, which in turn led to major refactoring and rewriting of major systems. In this case, Drupal Console could (loosely) be considered the fork for the opposite reason. Drush maintainers considered some Symfony underpinnings but decided (for now) that the amount of change and syntax differences didn't really warrant implementation. Drush stayed the same (a la Backdrop) but Drupal Console adopted Symfony components (a la Drupal 8).
  • Symfony's paradigms infect all code it touches. I know "infect" is a negative term, but being a proponent of the infectious GPL license, I don't necessarily think of it in a negative light. Drupal 8 didn't set out to rewrite all its subsystems, but after adopting Symfony at the bottom-most layer, the concepts bubbled up into higher levels of the application. It seems to me that the fundamental incompatibility between procedural programming and dependency-injection leads in inevitable rewriting of all code so it fits with the dependency-injection model.
  • There are differences in compatibility. Moving from Drush to Console (if you were so inclined) will almost certainly require rewriting scripts and integrations, but Drush 7 to Drush 8 likely will be very compatible. On the opposite side, the jump from Drupal 7 to Drupal 8 requires significant rewriting, while moving from Drupal 7 to Backdrop maintains most compatibility.
  • Even though there's now a split, both projects are still communicating and moreover, collaborating on solving problems. I think it's wonderful that the Drush and Console folks have had no hostility. Instead you see the opposite, that they're cross-communicating ways that each could leverage from the others approach. Backdrop and Drupal are collaborating in similar fashion, such as coordinating security releases and cross-porting patches/pull-requests between the projects.

So with all these comparisons, you can see that it's not simply an analogous "A is to B as C is to D" situation, but there are a lot of similarities between reactions, purpose, and intent. As Mark Ferree said, it'll be interesting to see where both projects end up.

Categories: Drupal

My Decade Long Journey in the Independent Games Industry - by Michael Gnade

Gamasutra.com Blogs - 18 February 2015 - 10:24pm
I found myself looking back at how the indie game space has changed since I first discovered it. I’ve been involved with indie games for almost ten years—first as a wannabe developer, then as an amateur journalist, and finally as an entrepreneur.
Categories: Game Theory & Design

Third Stage of Game Development: Grow - by Taylor Bair

Gamasutra.com Blogs - 18 February 2015 - 10:24pm
Are you ready to take your game development to the next level? Not so fast there, cowboy. Growth is the biggest killer of business ventures. Force of Habit, an indie development in Bristol, has learned a lot through growth, and so can we.
Categories: Game Theory & Design

The path to victory starts from your cubicle - by Kee-Won Hong

Gamasutra.com Blogs - 18 February 2015 - 10:24pm
Releasing an indie game will be the hardest job you've ever loved. But your day job has given you a hidden advantage - extra time to practice & train. Here are 10 exercises that you can do, right now, in your cube/workspace/subway to prepare.
Categories: Game Theory & Design

The Poor Man's Voxel Engine - by Evan Todd

Gamasutra.com Blogs - 18 February 2015 - 10:24pm
This is not a tutorial. It's a story. A Voxel Odyssey.
Categories: Game Theory & Design

"Premium Mobile Games are Dead" - Catalyst Postmortem - by Kevin John

Gamasutra.com Blogs - 18 February 2015 - 10:24pm
I take a look at my first indie game and some of the mistakes I made along the way. In particular, I look at the difficulties behind making pay-to-play work in 2015's App Store.
Categories: Game Theory & Design

On Press Releases - by Lena LeRay

Gamasutra.com Blogs - 18 February 2015 - 10:24pm
These are my suggestions on traditional press releases -- when to use them, when to skip them, things to put in them, and things to leave out.
Categories: Game Theory & Design

Important tips for using royalty-free images and other content - by Zachary Strebeck

Gamasutra.com Blogs - 18 February 2015 - 10:24pm
Game lawyer Zachary Strebeck looks at the important issues surrounding “royalty-free” images, music and other content.
Categories: Game Theory & Design

Media Gallery Extras

New Drupal Modules - 18 February 2015 - 8:53pm

Experimental Utility additions to Media Gallery.

Adds some additional tools for managing media galleries - especially large and bulky ones.

Categories: Drupal

PreviousNext: Decouple Design with Styleguide Driven Drupal Development

Planet Drupal - 18 February 2015 - 7:30pm

The traditional approach of directly styling default Drupal markup is not a scalable solution when we consider the volatility of the modern browser ecosystem. It is now necessary for front-end developers to abstract design patterns into manageable components. By using a styleguide we can automate the process of isolating and cataloguing patterns so they can be iterated and tested against independently. In this post I discuss ideas and put forward some informal rules around managing these components from within a styleguide.

Categories: Drupal

Chapter Three: Content Strategy for Drupal 8

Planet Drupal - 18 February 2015 - 5:40pm

We've been publishing a lot of technical blogs about Drupal 8 to educate and inspire the community. But what about the non-technical folk? How will Drupal 8 shift the way designers, content strategists and project managers plan websites? While many of the changes will not affect our day to day work, there are a few new terms and ways of thinking that can streamline the strategy process, save developers time and save clients money.



Entities: The Word of the Day

Entities are our new friend. They are easygoing and flexible. The sooner we get comfortable with the word Entity and begin using it with our teams, the sooner we can all reap the rewards of the budding relationship.

Categories: Drupal

Victor Kane: Desgrabación de mi presentación sobre DurableDrupal Lean UX+Dev+DevOps Drupalcon Latin America

Planet Drupal - 18 February 2015 - 3:46pm

Desgrabación de la Presentación en el DrupalCon Latin America 2015

Poner en pie una fábrica de DurableDrupal (Drupal Duradero) en base de un proceso Lean reutilizable

[Bajar el pdf de 18 páginas al pie de la página]

Ya que el sonido de la grabación de mi presentación quedó muy bajo en volumen, quiero presentar la desgrabación con la esperanza de que mi mensaje llegue a la mayor cantidad de personas posible.

El video de la presentación en sí se encuentra aquí: https://www.youtube.com/watch?v=bNbkBvtQ8Z0

Los diapositivas: http://awebfactory.com/drupalcon2015lean/#/

Para cada diapositiva, incluyo a continuación el link al slide y el texto correspondiente del video.

En algunos casos hay correcciones inevitables o he extendido el texto para su mejor comprensión. También he traducido diapositivas importantes y agregado algunos comentarios para incluir puntos de suma importancia que no fueron mencionados en la presentación por falta de tiempo, como el Kanban y sus características.

El artículo como consecuencia se extiende bastante, pero espero que resulte de utilidad para quienes se interesan por la cuestión del proceso Lean en los desarrollos con Drupal.

Mi plan es publicar en breve un libro que integre estos conceptos en la práctica con un ejemplo concreto de desarrollo de una aplicación web en Drupal 7 y 8.

read more

Categories: Drupal

Play games, meet creators and find a job on the GDC expo floor

Social/Online Games - Gamasutra - 18 February 2015 - 10:56am

With less than two weeks to go until the 2015 Game Developers Conference, show officials highlight some of the most exciting things to see and do on the GDC show floor. ...

Categories: Game Theory & Design

DrupalCon News: One week left to submit your DrupalCon sessions

Planet Drupal - 18 February 2015 - 10:06am

We are in the fourth week of session submissions for DrupalCon Los Angeles and only one week remains before the deadline. Now is your chance to shine! Send us your talk idea and you could find yourself presenting to the Drupal community's largest annual event this spring.

Categories: Drupal

Can clans protect young MMO players from violent behavior?

Social/Online Games - Gamasutra - 18 February 2015 - 9:58am

Researchers study the behavior of MMO players. "The study is a good primer for researchers towards examining the social dynamics of online social groups," writes Wai Yen Tang. ...

Categories: Game Theory & Design

'Share of voice': The most under-discussed stat in video games?

Social/Online Games - Gamasutra - 18 February 2015 - 8:39am

Simon Carless asks: Can your game actually connect with your audience? "Do you understand who your potential audience is and what their 'Share of Voice' for playing individual games in any given month/year is?" ...

Categories: Game Theory & Design
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