Valuebound: A beginners guide to Performance optimization in Drupal 8

Planet Drupal - 5 January 2018 - 5:30am

Web performance is an important factor to consider when developing a website because user experience and usability are dependent on the speed of page loads. Not to mention, web giants like Google, Yahoo, Amazon, and eBay are obsessed with it. And there are numerous ways you can boost site performance. 
In Drupal 8, there are specific tools and modules to optimize the site performance. 

To begin with, Caching is a popular technique to optimize the website. It is a process that stores web data (HTML, CSS, Image) in some accessible space. For instance, when a user request for a web page for the first time it stores readable content or information in the cache memory and…

Categories: Drupal


New Drupal Modules - 5 January 2018 - 4:49am

This module Run Ansible playbooks with Drupal.
Ansible module require asm/php-ansible library

Ansible module include 3 modules:

Categories: Drupal

Views Modal Player

New Drupal Modules - 5 January 2018 - 4:40am

Module which provide new views style and views row.
You can see how it works here

Categories: Drupal

Colorfield: Migrate a Drupal site with CiviCRM from a custom LAMP environment to Virtualmin (1/2)

Planet Drupal - 5 January 2018 - 3:13am
Migrate a Drupal site with CiviCRM from a custom LAMP environment to Virtualmin (1/2) christophe Fri, 05/01/2018 - 12:13 This post goes a bit against the mainstream, with one purpose in mind: for a low budget, leave a custom LAMP server provisioning for a well maintained LAMP stack that comes with a smart GUI and helpers for common sysadmin tasks like: several versions of PHP, a php.ini for each virtual host, backup system, internal monitoring, Let's Encrypt ready. We will use a Drupal 7.x website with CiviCRM 4.6.x LTS as an example.
Categories: Drupal

Regular Db Query

New Drupal Modules - 5 January 2018 - 2:11am

This module provide you opportunity to run any SQL query regularly.
I need it module when my watchdog or cache_form sprawled to enormous size

Here you can watch how it works

Categories: Drupal

Chekhov’s +1 Longsword

Gnome Stew - 5 January 2018 - 12:00am

If your players get their hands on a +4 Sword of Ogre Slaying, give them some Ogres to slay.

In writing, there is a dramatic principle referred to as Chekhov’s Gun. This states that every element in a story should be necessary and anything irrelevant to the story being told should be removed. Basically, if you set up a loaded rifle being put on the stage in the first act, that gun better go off sometime in the second act. Your setups need payoffs.

Keeping this principle in mind can help make a story tight and cohesive, keeping your audience focused on the themes and messages of the plot. While binging on video essays on YouTube, I recently came across Lindsay Ellis channel. One of her videos talks specifically about the way Mad Max: Fury Road deftly uses setups and payoffs throughout. As with most things in my life, I began thinking about how to apply these concepts to running RPGs.

Now, it’s important to state up front that writing a story is drastically different from running a roleplaying game. Even if some writing is done collaboratively, there is still room to edit and refine before the final product is presented to an audience. In RPGs, our collaborators ARE the audience and there is no way to go back and edit things we decide we’d rather not use. If you try and use unmodified writing techniques to run a roleplaying game, you’re going to end up frustrating yourself and your players, and most likely be accused of railroading.

But that doesn’t mean we can’t pick the techniques apart and find what works for use in RPGs. Chekhov’s Gun makes an important point about following through on the elements introduced in a story, and this can be just as valuable in an RPG as it is in solo writing. A good GM knows how to bring things full circle in a game, giving their players the satisfaction of a good game and story.

Plant Seeds but Don’t Get Too Clever

When sitting down to plan a game, it is tempting to craft clever setups that will shock your players when they figure it all out in the end. Unfortunately, putting too many intricate and subtle details into prep usually leaves the GM disappointed as players remain oblivious and miss them. Even fantastic players miss subtle details through the course of a game, and that’s before the added complication of remembering details between game sessions. If you need to explain your cleverness to your players after the fact, that detail didn’t work. Keep your setups simple, something you can implement with broad strokes that can be echoed in later sessions.

One good example I’ve experienced, is a friend’s D&D 5E city based campaign. Much of his initial prep for the campaign made use of Pelgrane Press’ Conspyramid from Night’s Black Agents. Even just a simple outline of the connected threats in the city has allowed him to plant seeds that have come full circle and succeeded in making us players feel accomplished at beating the bad guys and shocked at how deep the trouble goes throughout the city streets.

Any special sword better end up in a PC’s hands.

Pay Attention to What Your Players Are Interested In

Keep an eye on what your players are focusing on. Plenty of GMs have lamented on how the players ignored their big plot hooks to spend time on things they considered inconsequential. In most cases, that should be telling you that your big hooks aren’t as compelling as you thought they were. Don’t just ham-fistedly push your players towards the main plot and ignore the supposedly inconsequential things they are actually excited about. Take the things they’re latching onto and run with them. When possible, just use those unexpected things they latch onto to tie back into the bigger plot you were trying to get them entangled with in the first place.

During the first campaign I ever ran, my players often pushed me into pure improvisation as they went way, way off the material I had prepped. During one session, while they were exploring the flying pirate ship they had unexpectedly stolen from a super villain, I made an offhand remark about a little black book among the belongings of the telepathic monkey first mate that had gotten away. It wasn’t meant to go anywhere or do anything, but the players loved the idea and decided to call some of the numbers in the book. From this was born the monkey’s girlfriend, Lisa Terrance, a high society debutante NPC that became one of their favorite sources of information.

Keep Track of What You Set Up

This one may be more of a reminder for myself than advice for anyone else, but keeping good notes on what you’ve put into play and need to follow up on is a good practice to help keep a game’s story cohesive and helps reinforce a cinematic feel for your players. For me, these notes don’t need to be extensive. Usually just a bullet point or two is enough to help remind me which elements I need to follow up on. In addition, never hesitate to ask your players to recap the game. It can be enlightening to see the things they’re focused on compared to what’s in your notes.

During my Eberron campaign, after a short hiatus of a few weeks, I asked my players for a recap of what they remembered. They all brought up, in excited detail, a fight they’d had with some cultists that I had completely forgotten about. I had mostly used the cultists as throw away bad guys to fit in a combat encounter, but I realized their presence meant more to the players than it had to me, so I made a note to follow through on that plot element to make it even more satisfying and relevant for them.

Even When Abandoning Something, Give it an Ending

When you inevitably come face to face with something that isn’t working, figure out how to end it with some sort of resolution as quickly as possible to get it out of the way. Not everything you bring to the table is going to go perfectly. Sometimes the players just aren’t interested and sometimes you’re just not feeling it as the GM. It can be tempting to just move on and pretend the struggling plot line never existed, but to maintain a cohesive world for your players, it’s better to do some editing on the fly and give that truncated element a clear resolution or ending. If you don’t, even if they didn’t like that story line much, it will feel like it’s just hanging out there, unsatisfyingly unfinished.

During my character’s introduction into a friend’s ongoing campaign, he had her have a run in with an NPC that was strongly hinted at being a serial killer stalking people similar to her and the other PCs. This was something both me and my PC thought was cool, so I tried following it up during several different sessions, but it quickly became apparent that the GM wasn’t interested in following up on that thread. I think he had simply intended the NPC to be a threat to my character that would drive her towards the other PCs. He obviously never expected me to care about that plot thread and was confused when I kept trying to investigate it. While I had fun with the rest of that campaign, I’m still a little disappointed that introductory element just fizzled and went nowhere.

Whether you’re running a heavily narrative-based indie game or a more traditional mechanics driven game, an understanding of how to set up and pay off different plot elements can help enhance a game. It may be impossible to pay off every set up we throw out there in an RPG, but follow up on the ones your players latch onto and you’ll give them a game they’ll remember.

Categories: Game Theory & Design

Simplenews flood

New Drupal Modules - 4 January 2018 - 8:33pm

This module introduces flood protection for all Simplenews subscription form blocks. The module leverages Drupal core's flood protection mechanism with no dependencies albeit for Simplenews.

Categories: Drupal Blog: AGILEDROP: Top Drupal blog post from December

Planet Drupal - 4 January 2018 - 5:02pm
The most magical month of the year has ended. It didn't just bring us gifts but great Drupal blog posts as well. Let’s see which one we liked the most.   First one on the list is GraphQL for Drupalers - The fields by Blazej Owczarczyk  from Amazee Labs. It is the third article in the series of blog posts about GraphQl. This one talks about the fields, what exactly are they, and explains how do Drupal fields become GraphQL fields. Blazej also shows us different groups of Drupal fields with examples.    We continue our list with our second choice is Why now is the right time to move to… READ MORE
Categories: Drupal

Drupal @ Penn State: Webcomponent all the things, all the places! Increase D8 adoption.

Planet Drupal - 4 January 2018 - 3:14pm

Over on the ELMS:LN team, we’ve been busy every place not Drupal (huh what?) lately. We have barely been touching Drupal and couldn’t be happier (…huh?). In fact, we’re busy these days encouraging people to not focus on Drupal, at all (so this is on planet then why…).

Categories: Drupal

The Widow’s Tear: Cosmic Horror For Starfinder Up On Kickstarter

Tabletop Gaming News - 4 January 2018 - 3:00pm
Starfinder takes the d20 RPG rules you know and shoots them out into space. And, as we know, in space, nobody can hear you scream. And there’s some crazy-terrifying things out there! What kind of things!? Well… that’s what The Widow’s Tear book lets you know about. It’s an in-depth look at the residents of […]
Categories: Game Theory & Design

Firebase Sync

New Drupal Modules - 4 January 2018 - 2:28pm

This modules allows you to synchronise entities from Drupal into a Firebase database.

Categories: Drupal

Black Hole Council Board Game Up On Kickstarter

Tabletop Gaming News - 4 January 2018 - 2:00pm
The secretive Council is negotiating the fate of planets. The negotiations are tense, as each Council Member has their own agenda. It’s not easy for the planets, either. They could be spared, or thrown into a black hole (that’ll certainly ruin your day). With each Council Member looking to become the Senior Councilor, you can […]
Categories: Game Theory & Design

President Bigly Card Game Up On Kickstarter

Tabletop Gaming News - 4 January 2018 - 1:00pm
The world today seems absolutely crackers, With nuclear bombs to blow us all sky high. There’s fools and idiots sitting on the trigger. It’s depressing and it’s senseless, and that’s why… you should check out President Bigly, a new card game that’s up on Kickstarter. Ok, so that’s not originally how Eric Idle finished out […]
Categories: Game Theory & Design

Formstack Field

New Drupal Modules - 4 January 2018 - 12:38pm

(more information to come)

Categories: Drupal

'Will I look dumb?' Human-like virtual assistants can deter help-seeking

Virtual Reality - Science Daily - 4 January 2018 - 12:34pm
Virtual assistants have become increasingly sophisticated -- and more human-like -- since the days when Clippy asked if you needed help with your document. These assistants are intended to make programs and apps easier to use, but research suggests that human-like virtual assistants may actually deter some people from seeking help on tasks that are supposed to measure achievement. 
Categories: Virtual Reality

Tickets Available For Lock & Load Gamefest 2018

Tabletop Gaming News - 4 January 2018 - 12:00pm
Do you like Warmachine? Do you like Hordes? Do you want to play games with a lot of other people playing Warmachine and Hordes? Do you want to play Warmachine and/or Hordes with George Wendt? Will you be in the Seattle area in June? If you answered “yes” to most of those questions, you’ll want […]
Categories: Game Theory & Design

Jacob Rockowitz: Webform, Drupal, and Open Source...Where are we going?

Planet Drupal - 4 January 2018 - 11:12am

Tagged the first release candidate on Christmas Day

On the one year anniversary of the first beta release of the Webform module for Drupal 8, I tagged the first release candidate. The most significant aspect of moving the Webform module into the release candidate phase is the stabilization of key APIs and plugins. Moving forward, most new features that are not tightly coupled to the Webform module's core functionality will be developed in dedicated experimental or contrib modules.

What’s next?

My first goal is to start focusing on the recording of Webform-related training materials and my upcoming presentations at Drupal Camps and conferences. I also want to encourage and help more people get involved and contribute to the Webform module and Drupal.

Contributing to the Webform module and Drupal

People are continually commenting on my dedication to the Webform module. As such, I think it’s important to explain why I am so committed to the success of the Webform module and Drupal. The two most important factors that have allowed me to contribute so much time to the Webform module are as follows: I have the time available and I have a desire to improve my professional profile. I’m fortunate to have steady and reliable consulting income. For many years, I was a passive member of the Drupal community. But then my schedule freed up a bit, and I found that I had some extra time on my hands, so I decided to experiment and see what would happen if I fully committed myself to an open source project.

What I learned about maintaining an open source project

The role of being an open source project maintainer is daunting. I was surprised to learn that I am doing 95% of the...Read More

Categories: Drupal

Paladins is stepping into the Battle Royale ring with Battlegrounds mode

Social/Online Games - Gamasutra - 4 January 2018 - 11:02am

Hi-Rez Studios is bringing a 100-player Battle Royale mode to its free-to-play, Early Access hero shooter. ...

Categories: Game Theory & Design

Thursday Terrain Corner

Tabletop Gaming News - 4 January 2018 - 11:00am
So, there’s currently a storm absolutely blanketing the East coast in all sorts of wintery weather. Stay safe out there, everyone. Might just want to hunker in the bunker and play some games. And while it might be too late to get these terrain pieces for the current winter weather storm, you might just want […]
Categories: Game Theory & Design

Phalanx Posts UBOOT Board Game Kickstarter Preview

Tabletop Gaming News - 4 January 2018 - 10:00am
Life on a submarine is rough. It’s claustrophobic and you’re fighting enemies that you really can’t see (and hopefully can’t see/detect you). And it’s not like you can just jump overboard if there’s a hole in the ship. This cramped, tense feeling is just what Phalanx is looking to bring to your tabletops with their […]
Categories: Game Theory & Design


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