It all started at DrupalCon Barcelona, when Shailesh Gogate, VP at Faichi Solutions, met Johanna Boel Bergmann, the Account Manager, Drupal Businesses at the Drupal Association.
Johanna had never heard of Faichi; she had never seen it in the Drupal.org Marketplace. This even though our company has been working with big enterprise clients for the past five years, as well as contributing to Drupal.org.
That was an eye-opener for Shailesh. When he returned to India, he shared his findings with Faichi’s engineers and senior management. They took the feedback very seriously. They decided to create a plan to show their presence: not only in the Drupal Marketplace, but to the whole Drupal community.Tags: acquia drupal planet
Today, we’re excited to introduce you to a number of new features, improvements and fixes for Drop Guard - the first update in the series of releases planned for 2016. It includes many enhancements designed to improve user experience when creating projects in Drop Guard, support for the "Unsupported updates", and even smarter automated patching workflow. Read below to learn about the major improvements and don't forget to check your Drop Guard account to check it by yourself. Let's dive right in!Drop Guard features Drupal Planet
A native mobile application which can cache the data locally is a way to make content available offline. However, not everyone has the time and/or money to create a dedicated app, and frankly, it's not always an additional asset. What if browsers could work without network connection but still serve content: Application Cache and/or Service Workers to the rescue!
- Only add the manifest attribute to all "offline" pages which are completely separate from "online pages", even though they might serve the same content. In other words, you create a sandboxed version of some content of your site which can live on its own. Another technique is a hidden iframe which loads a page which contains the html tag with the manifest attribute. You can embed this iframe on any page you like. This gives you the option to create a page where you link to as an opt-in to get a site offline. Both techniques give us full control and no side affects so that when network is available the site works normally.
Go to the Offline homepage of Frontend United and wait until the 'The content is now available offline!' message appears, which means you just downloaded 672 kb of data - it is really really small, surprising no? Now switch off your network connection and reload the browser: still there! Click around and you'll be able to check the offline version at any time. If you're on a mobile device, the experience can be even sweeter: you can add this page to your homescreen, making it available as an 'app'. On iOS, you need to open the app once while still being connected to the network. We really do hope safari/iOS fixes this behavior since this is not necessary on Android. After that, turn off your network and launch the app again. Oh, and it works on a watch too if you have a browser on it. If that isn't cool, we don't know what else is! We have a little video to show you how it looks like. Watch (pun intended) and enjoy! Oh, in case we make changes to the pages, you will see a different notification telling you that the content has been updated - if your device has network of course.Drupal integration
We've created a new project on Drupal.org, called Offline App, available for Drupal 8. The project contains the necessary code and routes for generating the appcache, iframe, pages (nodes and views) and settings to manipulate the manifest content. 3 new regions are exposed in which you can place the content for offline use. Those regions are used in offline-app-page.html.twig - but any region is available if you want to customize. Two additional view modes are created for content types and the read more link can be made available in the 'Offline teaser' mode. Formatters are available for long texts to strip internal links and certain tags (e.g. embed and iframe) and for images that will make sure that 'Link to content' is pointing to the 'Offline path'. Last, but not least, an 'Offline' Views display is available for creating lists. We're still in the process in making everything even more flexible and less error-prone when configuring the application. However, the code that is currently available, is used as is on the Fronted United website right now.
This module does not pretend to be the ultimate solution for offline content, see it as an example to quickly expose a manifest containing URL's from an existing Drupal installation for an offline version of your website. Other Drupal projects are available trying to integrate with AppCache or Service workers, however, some are unsupported or in a very premature state, apart from https://www.drupal.org/project/pwa. Note that I've been in contact with Théodore already and we'll see how we combine our efforts for coming up with one single solution instead of having multiple ones.What about service workers ?
Not all browsers support the API yet. Even though AppCache is marked deprecated, we wanted to make sure everyone could have the same offline experience. However, we'll start adding support for service workers soon using the same concept.
We're also planning to start experimenting with delivering personal content as well, since that's also possible, yet a little trickier.Links
Offline application is a module that allows you to make content from your website available offline. You can configure nodes, views and the menu that will be used as the 'offline app' version of your website. Further configuration includes manifest for adding the content as an app on your homescreen.
Supports Application Cache API, even though it has been deprecated, but has the best support on all major browsers. Service Workers integration is following soon though.
I’m in fifth grade. It’s after school and I’m stuck waiting for my mom to pick me up. The middle school kids have their classrooms at the other end of the building, and I can hear shouting, so of course that’s where I go. They’re in our dingy little library gathered round a battered table. They have paper, dice, and books– and they’re playing Dungeons and Dragons. Advanced Dungeons and Dragons, to be specific (they are very specific). They offer to teach me, but for now I just want to sit and listen, maybe look at the books. While they argue about THACO, I open the Monstrous Manual, and my world changes.
I am in 7th grade. I am taking orders. “Okay . . . so, here’s the list of races I can draw. Yeah, I can totally do a Swan May. What color hair should she have? Eyes? Skin?” I have a tiny cohort, and they all want characters to “adopt”. A battered copy of the Monstrous Manual is passed around, in case anyone doesn’t know what a Swan May is, or a Drow, or a Rakshasa. I also offer custom races– mermaids, cat people, vampires, anthropomorphic ducks (don’t ask). My notebooks have their own entries, copied off D&D’s model, detailing the biology, habitats and stats of all these creations. I slavishly create my own pictures. My goal is to make something look as cool as the Tarrasque, but I’m leagues away.
I am in 8th grade. My dad comes home from the recycling center with a box of abandoned books. The all have similar titles– Vampire: the Masquerade, Werewolf: the Apocalypse, Mage: The Ascension, Wraith:the Oblivion, and Changeling: The Dreaming. My heart skips a beat when I see Changeling’s beautiful stained glass cover. I think of my favorite author, Charles de Lint, and the world he described in my personal holy book, Memory and Dream– a world of faeries and stranger things, of a painter who could bring the numinous into reality by the power of her brush alone. When I open that book and see Rebecca Guay’s unbelievable watercolors and Tony DiTerlizzi’s iconic splash pages, I think this is what Mr. de Lint was describing. This is real magic. I use up reams of printer paper creating a whole cast of characters for my own personal World of Darkness, and never show anything but a sliver to the outside.
I am a freshman in college. I am ostensibly here to study art, mostly I am here to escape my disintegrating home life. I am depressed, and for the first time I understand what artist’s block is. The best I can manage is some half-assed Jackie Chan Adventures fan art. I take comfort in the mechanical exercises of my entry level classes, but my worlds are closed to me, until my old high school friend tells me I need to come with him to this LARP. It’s Changeling based, he says, and so much fun, and all I can think about is how embarrassed I would be to play in a game with people I don’t know– but in the grayest part of February, when I can’t walk down the street without wanting to chuck myself in front of a bus, I say yes. He helps me with the basics. I go home, and start thinking about my character. The first thing I need to do to get to know her is draw her face.
I am a Junior in college. I am doing a project for the Changeling game, drawing as many of the characters as I can. There’s a lot– we’re talking a game that regularly pulls in around sixty people at it’s height. I’ve decided to focus on illustration when I get out of school. Just last year was my first GenCon, and this year I’m putting together a portfolio to take to the people at Wizards of the Coast. I work at my local games store and when I’m not slinging magic cards, I’m coming up with picture ideas. I never do finish the project, and the Wizards people very kindly tell me they hate my work, but I am invigorated. I can do this.
I am a couple of months out of school after taking an extra year to travel to Italy. When I’m not wandering Florence, I’m either working on several illustrations related to the Exalted game I’m utterly obsessed with; or, I’m reading the new Changeling: the Lost, and once again coming up with a cast of people to inhabit this gorgeous, insane city I will come to call home even ten years later. When I return and graduate, it is these illustrations I include in my portfolio when I get my first real gig doing some interiors for a little company called Silvervine Games. It’s a start, and I can’t be happier.
It is 2016, and I have been working full time as a professional illustrator for five years, employed at a company that gives me a salary to draw all day. I have never broken through to Wizards, in large part because I stopped thinking of painting a Magic card as the pinnacle of my potential career. I have other ambitions, now. Those old notebooks? I still have them. I’m starting to think maybe other people would be interested in those places and characters I have imagined so thoroughly, have drawn constantly. In partnership with my writer friend, I’m working on my first original gaming supplement. It’s great– I draw, he writes; he writes, I draw.
Roleplaying games were the fertile ground in which the seeds of my creativity were planted. Whatever fantastic fruits spring from that garden, I’m always going to tithe a portion of the harvest to the industry that nurtured me and gave me the confidence to tell whatever story I wanted, that taught me about world building and the joys of character design and made it imperative that I learn to tell a story in my paintings.
Thanks, you guys. I’ve got my pencil — Let’s play.
What was your gaming journey? How did you get inspired and pulled into the world of gaming?
Want to sharpen your anti-cheat skills? This sponsored article is a brief summary on the topic, based on materials from an upcoming book on "Development and Deployment of Multiplayer Online Games." ...
Cross-language information retrieval (CLIR) is a subfield of information retrieval dealing with retrieving information written in a language different from the language of the user's query. For example, a user may pose their query in English but retrieve relevant documents written in French.
We just upgraded our site to Drupal 8, and a big part of that was migrating content. Most content was in JSON files or SQL dumps, which are supported by Drupal's migrate module. But what about images and other files? How could we bring those along?
We'll show how to write a custom migrate process plugin!read more
So, uh, hey, we’ve got a new site up.
After the cowardly attack by Kobolds who hacked our site on the very first day of April this year (evidence archived here and the ensuing twitter war and retaliation hack here, here, and here), we went deep into figuring out how they hacked us and realized we’d completely broken the site while trying to fix it… Stupid kobold hacking and not at all a really fun april fools day joke and cover screen for redesigning the site…
So we built a new site, with the very best bits and bobs we found laying around Gnome Stew’s headquarters. The last time the site was redesigned was back in 2012, so we figured it was time to change a few things up. We are 100% sure there are no Kobolds on the site, no matter how many easter eggs you try to find or konami codes you try to enter. Plus, we think it even looks kind of pretty and modern.
We’re still fiddling with some of the bits and bobs and will be slowly improving a few things (like the guest article process and commenting options), but for now we’d love to hear if you have any issues or find any bugs. Just ping us at email@example.com to let us know any issues you find and we hope the new site treats you well!
Photo by: Jeff Turner and used via Creative Commons License
Menu of Epic Proportions
Colossal Menu is a new type of menu system that is built on content entities rather than the plugin & config system in the core Menu System. This allows for fieldable menu links as well as multiple link types.