Art is whatever the strongest person says it is. Those who disagree will be punched out.
This module extends Entity Registration (https://drupal.org/project/registration) to allow an admin to move a registered user to a different event.
Currently the module is highly specific to my client's use case; registrations are attached to Commerce products, for example, so I need to modify the Commerce Order details as well as simply attaching the registration to a new entity.
I'm intending to modify it to be more generally useful, especially for folks who don't use Commerce with Registration.
Also my client has request VBO integration o that multiple registrants can be moved in one operation.
Alpha code will be posted as soon as it's presentable.
Meanwhile any suggestions are cheerfully invited.
Options Sort provides a sortable checkbox widget to supplement the checkboxes provided by the core Options module. It displays your selected options in a fieldset to the right of the checkbox list, where you can drag and drop to reorder the values for your field.
The Columns Layout module allows you to create columnized content in a node's body field or wherever an input format can be applied. It works with plain text fields and works with every WYSIWYG editors, provided you activate the input filter in the text format which is being used (usually "Full HTML" or "Filtered HTML"). The module also strips empty <p> tags for your convenience.
How to Use: You wrap a piece of content in BBCode-like tags, the input filter then creates an evenly distributed set of columns using jQuery Columnizer by Adam Wulf or, if you decide to use "manual" mode, a set of floated divs according to the provided widths in percentages. If CSS3 Multicolumns and Flex-Box will ever see broad browser support, the module's output will be adjusted accordingly. The module also provides options for inserting manual column breaks, either by inserting a tag ("manual break") or defining an HTML element ("auto break").Examples / Usage [columns:auto:3]
.. content ..
=> Distributes the content evenly across 3 columns using jQuery Columnizer.[columns:manual:25:75]
.. content in first column ..
.. content in second column..
=> Creates 2 columns, 25% and 75% width. Column breaks must be inserted manually.[columns:auto-break:h2:4]
.. content ..
.. content ..
.. content ..
.. content ..
=> Distributes the content evenly across 4 columns using jQuery Columnizer, making sure that the column break happens before HTML elements "<h2>".
Supported modes: auto, auto-break, manual. manual mode also needs manual column breaks, which can be inserted using the tag [columns:break].Hints
- Nesting multiple column sets isn't supported. Drupal already generates too much HTML markup by default, don't add to the mess by nesting column sets in the body field.
- Automatic column break by HTML element currently only works for "auto" mode.
- All manual column sets need a manual column break ([columns:break]).
- The module currently doesn't provide any configuration screens or theme functions which could be overridden.
- Use CSS mediaqueries to stack the floated containers vertically for your mobile displays. No mediaqueries included in the module's CSS - however, I might add a configuration option to provide a mobile breakpoint in future versions.
- A minified version of the current jQuery Columnizer is included with this module
Adds a new ImageField Zoomify widget that lets you load further images into the main Zoomify container on the page on click.Description
Zoomify Image Module currently support viewing images as separate Zoomify conainers or open them in a separate tab.
This is an extension to the Zoomify Image Module, which lets you display Image Field images (that fit the required minimum size) in the Zoomify Viewer of the Contents main picture.
- Zoomify Module (http://drupal.org/project/zoomify) with all its requirements.
- Zoomify Image Module (contained in Zoomify Module)
- Download and enable this module (and its dependencies
- Add two image fields to the desired content type:
- One main image with formatter: "Image in Zoomify viewer". This is where all images are displayed later! [Provided by Zoomify Image Module]
- Another image(s) field with formatter: "Image linked to Zoomify viewer on CURRENT page". These are the further Zoomify images that will be loaded into the main Zoomify viewer container.
- Done! Happy Using!
- Visit our Websites for more information about our services. =)
A long, long time ago—it looks like over five years ago, actually, which makes me wince—I posted a blog article here about an analysis of verb use in some well-known IF games. These were based not on actual player transcripts, but rather on the published walkthroughs of these games. The walkthroughs weren’t necessarily the quickest solutions to the games—they included commands that were technically unnecessary for solving the game, but which provided a more complete experience of the game for players who followed them. Still, they were by no means game transcripts, so they didn’t truly reflect the typical use of verbs that one might expect from players. The idea was to get a sense of the breadth and depth of verb usage in these [More...] Read the rest
In the last post, I talked a bit about my game design documents for Vespers, although technically they’re really more like level design documents. Vespers doesn’t have levels, of course, but it does have Acts that are organized chronologically, so design docs for each Act help to organize the content and action into discrete compartments. I thought this would be an interesting look at how the game is structured, where the action takes place, and how the docs have helped in the design and development of the game.
Previously, I showed the design docs for Acts I and II, which represent the first day of the game. Most of the action involves talking with the various NPCs to understand the backstory and current context, [More...] Read the rest
Since Vespers has mostly been a one-man operation, I haven’t spent too much time on formal game design documents. Some detailed information can be helpful for collaborators, particularly on the art side with N.R., but I’ve mostly dealt with those issues as they’ve arisen. But one area that I’ve found helpful for myself has been mapping out the locations and activity in the game, so I can keep track of what happens in a particular Act and where it happens.
Since I’m using the text version of Vespers as the basis for the game, I’ve had to play through the text game and read through the source code countless times, making sure to account for all different kinds of approaches to game play. Jason wrote [More...] Read the rest
Though I guess it sort of depends on your definition of “soon.” More like, “soonish.”
I put together this poster for the game a while back just for fun. Yes, it distracted from game development for a time and no, it doesn’t serve a grand purpose. Some things just have to be done for their own sake.
In any case, I submitted this in the “supplemental material” for the two game comps, along with some screen shots and other materials.
[More...] Read the rest
Both the IndieCade and Utah Game Wars competitions required a short trailer video showing off the game, so even though Vespers is still a work-in-progress and far from finished, a teaser trailer was most definitely in order.
I already had a pretty good head start on this. Almost one year ago to the day, I helped put together a local screening of the documentary “Indie Game: The Movie” here in Salt Lake City, at the same venue (Brewvies Cinema Pub) that I hosted a screening of Jason Scott’s excellent “Get Lamp” documentary. It was a great event, with the cost offset through sponsoring from some local game development groups including NinjaBee, Chair Entertainment, Smart Bomb Interactive, and the Salt Lake [More...] Read the rest
May is shaping up to be one of the better months for Vespers.
I’ve talked for years about eventually reaching a point in development where I could submit the game to an indie game competition such as IndieCade, particularly one that would accept works-in-progress. However, each time, year after year, the deadlines came and went without ever quite getting there.
The goal, as always, has been to finish development up to a truly playable version that would allow people to play through the end of Act I, which ends with a short cutscene acknowledging the first significant dramatic event of the game, which then sets the stage for the remaining four Acts. Getting all of the different components of Act I put together, [More...] Read the rest
“The snow flies against the glass, but refuses to stick. Medard stands tall, with an eagle’s outstretched
wings above him.”
[More...] Read the rest
Time for another pseudo-quick update.
I know it’s been a long road so far with this game, a lot longer than I planned. It’s amazing how much the computer gaming world has changed since I started this thing — back then, there were no iPhones or iPads, and most gaming was either on desktops or consoles. Now, the game industry has shifted dramatically toward mobile devices, just like a lot of other industries. I sometimes wonder how many people still use their desktops for gaming. Nevertheless, this game needs to be done and put out there, and it’s about time I did something about that.