Newsfeeds

Commerce Guys: Scheduling time for maintaining Drupal Commerce integrations

Planet Drupal - 27 July 2018 - 4:42pm

Commerce Guys maintains a suite of ecosystem modules that give merchants easy access to third-party integrations as part of leading the Drupal Commerce project.

Historically, the issue queues for these modules were looked at when a client requested it or someone from our team had spare time, but that timing was pretty irregular. To provide developers and merchants with a better experience, we’ve decided that moving forward we’re committing dedicated time to review these third-party issue queues on a regular basis.

Our Commitment
Once a week, we’re setting aside time to review new issues in the queues. We’ll use that time to do several things: identify bugs, direct people toward resources to help them solve their problems more quickly, identify earlier when we need more information from the reporter, and help move community patches forward.

Cleaning the Current Queues
As part of this renewed focus on integrations, we’re starting by cleaning up the issue queues. To give ourselves a clean slate, we’ll be closing a lot of these older issues. This will allow us and other contributors to focus on relevant problems. There are a significant number of old issues hanging around that represent duplicate bug reports, tasks that were resolved via other patches, or issues that cannot be resolved without clear steps to reproduce the problem.

What to if we close an issue you still need resolved?
If we close an issue that you’re still having problems with please let us know! The best thing to do would be to reopen the issue with additional information. Please include any error messages you’re seeing, custom code that may affect the module, and clear steps to reproduce the bug. Screenshots or recordings of the issue in action would be great, too!

Categories: Drupal

Cryptozoic Posts Gen Con Preview

Tabletop Gaming News - 27 July 2018 - 3:00pm
Ok, one last one for the day. Cryptozoic has posted up their Gen Con preview. If you missed out on getting the Pickle Rick game at SDCC, you’ll get another chance at Gen Con. They’ll also have Pantone, more DC Deck Building Game expansions and lots of surprises in store. From the post: Cryptozoic Entertainment, […]
Categories: Game Theory & Design

Hybrid Blood

New RPG Product Reviews - 27 July 2018 - 2:31pm
Publisher: Silver Games LLC
Rating: 5
Miscegenation has long been a thorny issue in tabletop role-playing games that involve racial hybrids. The question of why there are half-elves but no half-dwarves, or elf-dwarves for that matter, have long been one of those unanswered questions that has never had a good answer. Most of the time, the answer is a shrug and some utterance of “because that’s how it is,” since the alternative is to either begin charting out every possible combination (a task daunting in its impossibility) or disallowing crossbred characters altogether.

More recently, race-creation systems have been proposed as the answer. Any Pathfinder aficionado, for example, will likely be able to tell you all about the Advanced Race Guide’s use of Race Points (RP) as a means of generating a character of unique parentage. But even then, problems still arise: from issues of stark lists of abilities whose RP costs fail to invoke any ideas about what sort of beings would possess them to an overly-permeable scale of how many RPs a character can have before being “too powerful,” that and similar takes on standardizing the act of custom-race creation tend to be unsatisfying in what they offer.

Then we come to Hybrid Blood, the race-creation supplement from Silver Games, and the problem is solved.

Before I go any further, I need to make some disclaimers. The first and most important is that I have a potential conflict of interest here. Not only am I Patreon supporter of this company, I’ve also worked with the author on several projects. Make of that what you will.

Another thing that needs to be stated upfront is that this book, while it does deal with anthropomorphic characters (i.e. furries), contains absolutely no fetish-fuel whatsoever. Don’t expect anything even remotely suggestive here; the most you’ll find are a tame notation that “beast people” are able to interbreed. The artwork is likewise no more tantalizing than anything you’d find in a contemporary mass-market product. This book is all about being a role-playing game supplement, and nothing else.

Finally, let me note that Hybrid Blood is configured for no less than THREE distinct role-playing games: Pathfinder, Starfinder, and Dungeons and Dragons Fifth Edition (though the Starfinder material is often folded into Pathfinder). While I know a lot of gamers for whom that’s a huge issue (i.e. no one wants to buy material that isn’t for the game they’re playing), I can’t stress enough just how much the books use of layout and formatting makes this feel like a non-issue. The brilliant use of color-coded backgrounds/headers (always paired with a small two-letter symbol – PF, SF, or 5E – to make sure things are completely clear), completely eliminates any ambiguity and makes it easy for your eyes to instantly be drawn to the section of the page that’s relevant to your interest. The degree to which this mitigates the feeling of wasted space cannot be overstated.

With all of that said, how does Hybrid Blood tackle the topic of custom-race characters? Interestingly, the book presents two different answers to this question. The first is for “beast people” as an overarching race, while the second is present hybrid characters. The two are held as being distinct from each other, but their presentation is exceedingly similar in how they’re built.

For beast people, a standard PC racial write-up is given. The rub lies in the fact that a given beast person needs to pick not one, but two special qualities from a list: one for how they acquire their food, and one for their method of locomotion. This takes us to the book’s answer to the how races are built: by selecting multiple thematic packages of racial qualities.

To put it another way, your beast person character might (after noting the basic racial qualities given under the “beast person” racial outline) take “tooth and claw” for their diet-based quality, which gives them a choice of where they allocate their ability score bonuses and penalties, and gives them natural weapons. They’d then choose “tunneler” for their movement-based quality, potentially modifying their ability score distribution and giving them a burrow speed. Of course, height and weight tables are given, along with a robust selection of feats and traits to round things out.

Then we come to the next section, which takes up roughly three-fourths of the book: hybrid characters.

Hybrid characters, as noted above, are built similarly to beast people characters. The difference is that, while beast people are essentially a single race with some comparatively minor modifications based on their diet and movement, the qualities of a hybrid character have no standardized aspects to them: everything is determined by their construction. In this case, that construction is chosen by taking two “physical quality” packages and one “upbringing quality” package. I have to take a moment to point out the conceptual brilliance in making upbringing be an integral part of building a character this way; this is a (metaphorical) hobgoblin that the tabletop gaming community has struggled with for some time (i.e. “would an elf still be good with a bow if he was raised by dwarves and never taught archery?”), so clearly delineating which parts of a hybrid character are nature and which are nurture is a brilliant move that deserves notable props.

The packages denoting these qualities, both physical and upbringing, make up the bulk of the book, and for a very good reason: there are a LOT of them! Insofar as physical qualities go, the book presents the basic races, Ponyfinder races, Advanced Race Guide races, Starjammer races, and a collection of even more unusual races such as worgs or phoenixes alongside more familiar groups such as dragons or the undead. All for Pathfinder/Starfinder and 5E. Interestingly, the more familiar races are presented as having two physical qualities: “X Blooded” and “X Bodied” (where “X” is the race in question). The former denotes intangible qualities that are nevertheless biological, where the latter are gross physical attributes. This means that, if you take, say, Elf Blooded and Elf Bodied – along with the Raised by Elves upbringing – you’ll essentially have a bog-standard elven character, rather than a hybrid per se.

The book doesn’t end there. It makes sure to denote what you do if your qualities make you have different creature types (i.e. if you’re an Outsider or a Fey, depending on your choices), how this impacts reincarnation, sub-races, and other topics. There are also several new feats, traits, spells, and other character options to complement what’s given here.

I should also note that, while this is technically a Ponyfinder product, there’s very little setting-specific material here. The bulk of what you’ll find is an overview of how the gods of Everglow feel about the beast people, and how beast people tend to view other races. Other than that, you might find the odd reference to Everglow or its gods, but aside from that what’s here is completely setting-independent (save for the Everglow races being among the thematic packages). In this case, I can’t help but feel that this is a plus, since it widens the potential appeal; throw in how many non-pony-related races have material in here (tieflings and goblins and oreads and so many others) and this is essentially a setting-independent book for all intents and purposes.

Having said all of that, it should be obvious that what’s here is not just a stellar product, but one that can honestly claim to have set a new standard in answering an age-old issue among tabletop gamers. The rules here, specifically the hybrid rules, are a race-generation system that allows for myriad potential combinations that’s not only intuitive in its design, but stimulates the imagination far more than a dry listing of mechanical effects. With a layout that lets it easily work across three game systems, this book is one that you need to have in your library if you’ve ever given more than a passing thought to building a custom race.

The bottom line is this: when it comes to making new races, Hybrid Blood is the transfusion your game needs.
Categories: Game Theory & Design

CMON Announces Trudvang Legends Board Game

Tabletop Gaming News - 27 July 2018 - 2:00pm
CMON is just brimming with announcements this week. The latest today is that they’re adapting the Swedish RPG, Trudvang Chronicles into a board game called Trudvang Legends. Players will make their way through various Adventure Books, changing the rules as they go along and perform their various exploits. From the announcement: CMON Limited will be […]
Categories: Game Theory & Design

Ashday's Digital Ecosystem and Development Tips: Five Drupal Features Essential to Publishing

Planet Drupal - 27 July 2018 - 2:00pm

If you are in the publishing industry, you already know that Drupal 8 is by far the most useful CMS for publishers. It was great in Drupal 6 & 7 and with 8 it keeps getting better with each major release. Combined with the community contributed modules, Drupal 8 is the best platform for publishers yet. Here are five features in Drupal 8 that are essential to publishing.

Categories: Drupal

Oddity High RPG Up On Kickstarter

Tabletop Gaming News - 27 July 2018 - 1:00pm
We all know what it’s like to be in high school. You’ve got all the various cliques: the jocks, the cheerleaders, the band geeks, the nerds, the aliens, the espers… Wait, what? You’ve got those cliques if you go to Oddity High, at least, it’s a new RPG up on Kickstarter about your average, everyday […]
Categories: Game Theory & Design

New French Releases Available For Team Yankee

Tabletop Gaming News - 27 July 2018 - 1:00pm
The French are fighting hard in WWIII. They’re heading to the front lines and rolling out all new equipment in the fight. These new releases are available for Team Yankee from Battlefront. You’ve got some new helicopters, new APCs, a new box set, and even some theme tokens for your troops. Source
Categories: Game Theory & Design

FIFA Mobile's debut in China brings EA its highest grossing day for a mobile game

Social/Online Games - Gamasutra - 27 July 2018 - 11:36am

Though net bookings declined for mobile titles year-over-year, EA says that fall was offset by a strong debut from FIFA Mobile. ...

Categories: Game Theory & Design

Space 1889: Nocturne in the City of Lights Available from Modiphius

Tabletop Gaming News - 27 July 2018 - 11:00am
Ah, gay Paris. What a wonderful city. The city of lights. Romance, art, architecture. It’s all there. And you can go there in Nocturne in the City of Lights, a new adventure for Space 1889 from Modiphius (hey, just because you can go into space doesn’t mean there’s nothing left to do on the Earth, […]
Categories: Game Theory & Design

NetEase invests $50M in Improbable, to use SpatialOS in upcoming game

Social/Online Games - Gamasutra - 27 July 2018 - 10:11am

The Chinese internet tech company NetEase has made a $50 million investment in SpatialOS dev Improbable, picking up what a press release describes as a "small stake" in the company in the process. ...

Categories: Game Theory & Design

Pandasaurus Games Posts Gen Con Preview

Tabletop Gaming News - 27 July 2018 - 10:00am
As I’m sure you know by now, Gen Con is right around the corner. Every company out there is putting up a preview of what they’ll be showing off at their booths, and Pandasaurus is no different. Want to check out The Mind that everyone’s talking about? How about Dinosaur Island? They’ll have those and […]
Categories: Game Theory & Design

Battlefront Taking New Flames of War Pre-Orders for Enemy at the Gates and Iron Cross

Tabletop Gaming News - 27 July 2018 - 9:00am
The folks over at Battlefront are taking a whole bunch of new pre-orders for Flames of War. They’ve got the Enemy at the Gates and Iron Cross products over on their website, and if you want to get them as soon as they’re available, being the first gamer on your block with them, you’ll want […]
Categories: Game Theory & Design

OpenSense Labs: Smart Trim your Content and Modify Teasers

Planet Drupal - 27 July 2018 - 8:26am
Smart Trim your Content and Modify Teasers Raman Fri, 07/27/2018 - 20:56

Teasers provide a brief summary or a short description of an article (or any other content). They give a visitor an insight and a quick overview of the content. Hence, it becomes crucial for a teaser to be eye-catchy in order to get that one click from the reader. It should leave them with a sense of curiosity and intrusiveness.

Drupal, out of the box, provides a teaser view mode and three formats for the text fields – Default, Summary or Trimmed and Trimmed. However, the trimming feature is very limited and allows only the number of characters to be configured.

Trimming options for text fields out of the box

We can use a contributed module, Smart Trim to take this trimming functionality to another level. Let us have a look at it.

Downloading and Installing Smart Trim

The module has dependencies on a few core modules including Field, Filter, User, System, and Text. Once you have made sure these are enabled, you can download and install it using any of the below methods.

$ drush dl smart_trim && drush en smart_trim -y

or

$ drupal module:download smart_trim && drupal module:install smart_trim

or

$ composer require 'drupal/smart_trim:^1.1'

After downloading the module using composer, enable it from the admin UI available at admin/modules.

Enabling Smart Trim module using admin UIModifying Teasers of Content using Smart Trim

The module declares a new field format, Smart trimmed, with a set of configurable options. To modify the teasers of your content, follow the below steps.

  1. Navigate to Manage → Structure → Content types → {your-content-type} and select the Manage Display tab.
     
  2. Next, select the view mode from the sub-tabs. You may do it for any of your view modes, but for now, let us do it for the teaser view mode.
     
  3. Change the field format of the required field to “Smart trimmed” to take advantage of the module. You can do this for any of the text fieldsSelecting Smart trimmed text format
  4. Click on the gear icon to bring down the configuration options for the format. Here, as you can see, we get a lot more options than the standard trimmed format.Configuring the format settings
  5. You can now configure the following settings as per your preference
     

    Configuration

    Default Value

    Description

    Trim Length

    600

    The number of units of text in the Smart Trim mode (including HTML markup)

    Trim Type

    Characters

    Use characters or words to count the trim length

    Trim Suffix

    -

    Suffix characters at the point of Trimming

    Wrap Output

    False

    Add a tag to wrap the trimmed content

    Wrap Class

    Trimmed

    CSS class of the wrapper tag

    More Link

    False

    Show a more link

    More Class

    More-link

    CSS class of more link

    More Text

    More

    Text for more link

    Summary

    Use summary if present, and do not trim

    Use a provided summary or the trimmed content

    Strip HTML

    False

    Strip off the HTML added in the WYSIWYG for the trimmed content

    Honor a zero trim length

    False

    Allow a trim length of zero units

  6. Click on “Update”, followed by the “Save” button to save the changes

Now, go back to your view or the page where the configured view mode is being used. You will observe that the changes have been successfully applied.

Teaser of an article with Smart trimmed field format

Looking at the source code of the page, we can see that the wrapper tag has been added with the configured CSS classes. You can now also add custom CSS for these classes in your Drupal theme.

Observe the CSS classes applied to the div tag and more linkSumming Up

The Smart Trim module blends smoothly and proves to be one of the must-have modules or your Drupal site. Its easy configuration allows site builders to quickly add a new field format and harness the full power of the teaser view mode.

In case of any query or suggestion, don’t forget to leave a comment down below.

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Categories: Drupal

Flysystem Aliyun OSS

New Drupal Modules - 27 July 2018 - 8:23am

Provides an Aliyun/Alibaba Cloud OSS plugin for Flysystem.

Dependencies

composer require aliyuncs/oss-sdk-php:2.3.0 -vvv

Configuration

Example configuration:

Categories: Drupal

Paizo Posts New Starfinder Armory Preview

Tabletop Gaming News - 27 July 2018 - 8:00am
You can’t really just grab any suit of armor, start wearing it, and expect to be able to just do all the things you regularly do unless you’ve been trained in its use. You’re not going to be as mobile, as flexible, or nearly as well protected unless you work with that armor. In the […]
Categories: Game Theory & Design

How Ad Networks Take Advantage of Blind Environments - by Jeff Gurian

Gamasutra.com Blogs - 27 July 2018 - 7:44am
Buzzwords are abundant these days: header bidding, programmatic, flattened waterfalls, RTB -- all supposedly the next big things on mobile to drive up CPMs. But will they? The answer very much depends on whom you ask and your approach to ads.
Categories: Game Theory & Design

From Consoles to Steam: Lessons Learned and Questions Raised from LIGHTFIELD - by Simon Wallner

Gamasutra.com Blogs - 27 July 2018 - 7:43am
In the nine months between the original console release of LIGHTFIELD and bringing it to Steam as the Lightfield HYPER Edition, 4-person indie team Lost in the Garden learned a few lessons but also left some big questions unanswered.
Categories: Game Theory & Design

Narrativizing Night in the Woods - by Justin Reeve

Gamasutra.com Blogs - 27 July 2018 - 7:32am
How do systems and story interact? This article examines how Night in the Woods puts the mechanics in support of the story — not the other way around.
Categories: Game Theory & Design

Irreversible Events - by Bart Stewart

Gamasutra.com Blogs - 27 July 2018 - 7:32am
One way that game developers can limit player options is by implementing one-way, irreversible events.
Categories: Game Theory & Design

Is GTA5 a glaring example of what is wrong with the gaming Industry? - by moses vandenberg

Gamasutra.com Blogs - 27 July 2018 - 7:28am
Rockstar games…an industry icon in games development. A group of studios that is known for breaking conventions and have all the creative freedom they want.
Categories: Game Theory & Design

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