Ex-BioWare video game writer Alex Free (Star Wars: The Old Republic, Shadow Realms) explores the unique challenges writers face in creating meaningful romances for video games. ...
We all are excited about Drupal 8 - there are many articles explaining why we shouldn’t be afraid to migrate to it. Briefly speaking, D8 is more mobile-friendly, multilingual, robust, and makes it easier to edit content by including several must-have modules to the core. However, since the new Drupal version was released not a long time ago, there are still many things left in the CMS that require from developers more effort when using Drupal 8. Some of the CKEditor plugins like CKEditor's AutoGrow will be integrated into D8 in the nearest future, but some plugins still have no integration or at least a plan of integration.
Working on the last project with our Drupal team at Vardot I’ve realized that there is a basic feature in D7’s CKEditor that is missing in D8, that is: Anchor Link. Basically this is the background of how the new module was created.
CKEditor Anchor Link
CKEditor Anchor Link allows content editors to insert links and anchors using multiple protocols. The possibility to link content was integrated to the core of Drupal 8, however as we can see from the screenshot it didn’t provide users the option to create flags within the document they are editing.
The ability to jump from one part of the page to another was critical for our client, and in Drupal 8 we had to go an extra mile and code it instead of just installing a module like in D7. CKEditor Anchor Link solves this problem and adds the new icon just in a few minutes. Moreover, it adds to the standard link icons their alternatives that provide site editors with more options of setting up the URL.
Installing CKEditor Anchor Link on Drupal 8
Below you can find a quick guide of how to install this module:
Download CKEditor Anchor Link from drupal.org
Enable the CKEditor Anchor module.
Go to Configuration -> Text formats and editors.
Select which text format you want to add the anchor button to. For example “Basic HTML”.
Add the Link, Unlink, and Anchor, which came from CKEditor Anchor Link module.
Manually remove default link and unlink command buttons and add the new link and unlink, which came with CKEditor Anchor Link.
Save the settings for the for the “Basic HTML” text format.
Try to add new content, for example Basic page or Blog post, then in the body select the “Basic HTML” text format, then you should see the flag icon in the CKEditor tool.
Usage statistics for CKEditor Anchor Link
The module is pretty new, and the number of users is not very big yet. The good thing however is that it's constantly growing and promises to reach a good level in the future (this blog post is to increase the visibility of CKEditor Anchor Link Module).
For many editors the ability to quickly jump within the page they are editing (link, unlink, and flag it) is one of the top editing priorities. Since the goal of Vardot distributions Varbase and Uber Publisher is to make Drupal as more editor-friendly as possible, CKEditor Anchor Link seems to be an important addition to our products. If you find this module valuable, please feel free to install it, share this article with others and of course provide me your feedback about the module.Tags: drupal 8 Drupal Planet Modules Title: CKEditor Anchor Link
There is about a week left before Drupal 8.2 goes into beta! That means we will switch to figuring out any issues with changes in the new version instead of making new changes. For core development that means new features and API additions will move up to 8.3. I asked initiative leaders of both proposed and active initiatives for key things that could use help in the remaining time.API-first initiative
Allowing user registrations via the REST API only needs some more tests for which examples can be found elsewhere in core. Also, although it may sound a bit scary, REST requests without X-CSRF-Token header: unhelpful response significantly hinders DX, should receive a 401 response is actually a nice approachable novice issue to get involved with.
Ongoing, check out the proposed initiative roadmap and attend the API-first meetings every third Monday of every month 5pm GMT at in Google Hangouts.Media initiative
An amazing feature is in the works to Improve the UX of Quick Editing images and could use some frontend reviews. Help is also welcome to get HTML 5 video and audio playback functionality directly from file field formatters as well as to get camera capture functionality on image fields.
Larger media management goals in core are still to be defined. The team is meeting on that on July 27th. Follow @DrupalMedia on Twitter. Public meeting times are 2pm UTC every Wednesday on #drupal-media on IRC.Migrate initiative
Help on any of the issues tagged Migrate critical are welcome, especially Refactoring EntityFile to use process plugins instead which blocks several other issues.
Ongoing, check out the list of issues categorized in migrate's master spreadsheet, and follow @MigrateDrupal on Twitter. Public meeting times are alternating 1pm GMT Thursday and 1am GMT Friday every other week on Google Hangouts.Workflow initiative
Content moderation module is proposed for core based on the existing improvements achieved by the initiative to expand revision handling for content. Helping with unblocking that issue is very welcome.
Other top issues are Allow removing a module's content entities prior to module uninstallation, Add archived base field to revisionable entities, and Upgrade path between revisionable / non-revisionable entities.
For a complete list of meeting times and places (links to Google Hangouts where needed), see the Drupal 8 core calendar.
Fun names alert: RAD Game Tools has updated its Oodle library of data compression tools for game developers with two new compressors, Selkie and Mermaid, that are faster than Oodle's extant Kraken. ...
An Endzeitgeist.com review
This pdf clocks in at 12 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 9 pages, so let's take a look!
"When the kami placed their thumbprint unto the forehead of man, bretahing life into the husks of flesh, they wept tears of sorrow. Looking upon their children playing upon the ground, rolling in the fields of grass and running alone through lush tracks of wilderness, the Kami felt the hollowness of the human heartbeat, thumping alone." This is the beginning of the legend that talks of the creation of the kemonomimi, and it is but the beginning of a rather flavorful origin-myth, which is subsequently enhanced via age, height and weight tables before diving into the respective races.
Each of the racial write-ups comes with information on physical descriptions of the races, their society, relations, alignment and religion and adventurers as well as with, obviously, racial traits. However, beyond these, neither favored class options nor racial feats or traits are provided, making the depiction in each case rather minimalistic. On an aesthetically positive note, each of the races does come with one or two original piece of full-color artwork (exceptions: Fox and Tanuki-based races...but then again, for the former, Everyman Gaming's numerous Kitsune-artworks should do the trick). All of the races share the kemonomimi subtype and are humanoids, in case you were wondering.
The red panda-based Akaimimi get +2 Con and Wis, low-light vision, +2 racial bonus to Knowledge checks, +4 to Handle Animal and Wild Empathy-checks made to influence red pandas and similar creatures and 1/day augury as a SP (on a nitpicky aside: Not properly italicized). Interesting: The SP can be cast by akaimimi with ki pool (also not italicized, but then, italicizing ki never made sense to me) additional times by expending ki. At 10th level, they also unlock 1/week divination.
The raccoon-based Araiguma get +2 Con and Int, low-light vision, +2 to Disable Device and Sleight of Hand, the same Handle Animal/wild empathy-bonus to influence raccoon-ish creatures and they can use dowsing to lead them to fresh water; By washing food (but not water), they can purify it...which is pretty clever and cool as an idea!
Inumimi, based on dogs, gain +2 Str and Wis, low-light vision, Handle Animal/wild empathy affinity with canine creatures, +2 to Handle Animals and Survival and they are resilient against curses, gaining a +2 bonus to saves against them. This bonus extends to adjacent allies, though multiple such bonuses do not stack. Nice one!
Kitsunemimi, obviously based on foxes, get +2 Dex and Int, low-light vision, +2 to Perception and Sense Motive, fox affinity and a +1 bonus whenever they take 10, +2 when they take 20. Again, a unique racial ability. Basically, think of these guys as more down-to-earth fox folk that work well in campaigns where kitsune are a bit too much.
Nekomimi, based on cats, gain +2 Dex and Cha, low-light vision, +2 to Climb and Perception, cat affinity and may reroll a single die roll 1/day, thanks to their luck. Nice variant of the catfolk trope!
The tanukimimi, based on the tanuki, gain +2 Con and Cha, low-light vision, +2 to Survival and Stealth, tanuki affinity and can gain, 1/day as a swift action, temporary hit points equal to their character level + Constitution bonus (EDIT: The author has contacted me and told me that the pdf's "bonus" is indeed intended here instead of the more common "modifier" - which is pretty rare, but not unknown. So, negative Con-mod is not applied here. Just fyi!) - these last for 1 hour. Neat one!
Finally, the Usagimimi, the harefolk, gain +2 Dex and Wis, low-light vision, +2 to Craft and Profession checks, hare affinity and they gain +1 to atk and skill checks (not rolls) with weapons, tools and vehicles they crafted as well as +1 CL when using scrolls and potions they made. They also reduce the armor check penalty of armors they crafted by 1 and increase the earnings of Perform and Profession by 10%.
Editing and formatting are very good. On a formal level, there is nothing grievous to complain, and while on the rules-level there are very minor deviations from the standard rules-language, these do, in no way compromise the integrity of the rules. Layout adheres to a full-color two-column standard with colored petal-like elements at the corners and, as mentioned before, a surprising amount of nice, full-color artwork. The pdf has no bookmarks, but does not need them at this length.
Wojciech Gruchala and Greg LaRose's kemonomimi races were a surprise for me. You know, I'm not the biggest fan of anthro races and I've seen quite a lot of them. Most of the time, or at least often enough, they either are lopsided, studded with "OMG, look how KEWL my athro is11!!"-arrays of abilities or the like.
This book is not like that. There is the old design adage of KISS - and this pdf very much is the application of it. The fluff is neat; the races, however, manage an interesting feat: They aren't boring. They are not jam-packed with skill-bonuses to x or z, instead, much like the fluff around them, exhibiting a Zen-like design-aesthetic. It simply does not take much to many abilities to make a unique race, just one good and unique one - and (almost) each of these has just that. Where many races I see are cobbled together from the pieces of the ARG, these guys all have their own, distinct trick that sets them apart and makes sense within the context of their respective fluff.
Suffice to say, I'd allow each of these races in any of my games; even in CORE-only games, these guys will not unhinge the game's balance...and they still feel distinct as races. I really like this racial design philosophy. To make this abundantly clear - in spite of not being too into the subject matter, I found myself intrigued and wanted to know more about these folks. Which brings me to the one detriment of this book - its brevity. The lack of favored class options, race traits, alternate racial traits and the like is the one downside of this very economically-priced supplement. It should also be considered to be the only reason this does not score higher than it does. The races per se are neat indeed and warrant a final verdict of 4 stars.
A detailed blog post by our Drupal developer about using
Drupal Composer template and Phing. It is written from
the point of view of the latest Drupal version — Drupal 8.
In my previous blog post, I talked about six design alternatives to avoid slideshows. The response to that blog post was great - who knew there were so many kindred spirits who dislike slideshows? From the feedback I received, the number one question was why are slideshows so bad in the first place? Hopefully this companion blog post will give you that deeper understanding of some reasons not to use a slideshow and maybe help convince your next client that slideshows are a thing of the past.
In this tutorial we will add a module that makes site maintainers' lives easier.
With Drupal 8 setups you are encouraged to use composer, DrupalConsole and Drush because this is a faster and more effective way of adding components to your site. However, you can't access the readme file directly to read information about the module.
We will show you how to use the README module to access readme files directly from the Drupal 8 admin area.