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How You Can Take Your App To The Top Of The Charts With Simple Promotional Tactics - by Puneet Yamparala Blogs - 21 April 2015 - 11:45pm
Mobile gaming charts have become a graveyard of one-hit wonder games, and every new comer is behest with the nightmare of meeting the Marketing Reaper during their promotional efforts. However, one name has evaded the reaper over the years:Ketchapp Studio
Categories: Game Theory & Design

How a Closed Beta helped improving Earthcore - findings and tips - by Lukasz Deszczulka Blogs - 21 April 2015 - 11:45pm
What to expect from a closed beta program? Just recently a group of global gamers played early development builds of our Earthcore: Shattered Elements for iOS. Read on about our experience, dos and don'ts, and recommendations on how to do it yourself.
Categories: Game Theory & Design

In-App Purchases for Indie Mobile Games: How to Build a Smart Freemium Strategy - by Pepe Agell Blogs - 21 April 2015 - 11:45pm
Chartboost Head of International Pepe Agell discusses how to best leverage in app purchases to monetize your free-to-play indie mobile game.
Categories: Game Theory & Design

How Ossuary Got Greenlit - by Gregory Avery-Weir Blogs - 21 April 2015 - 11:45pm
We're not sure how Ossuary got Greenlit. On April 8, we marked the one-year anniversary of our game's journey on the Steam Greenlight service. On April 13, the game was approved. Here's some speculation on how that happened.
Categories: Game Theory & Design

The 8 lessons I learned from making a Twine game with less than 300 words - by Stuart Lilford Blogs - 21 April 2015 - 11:30pm
In April 2015 I took part in a game jam in which you had to create a Twine game using less than 100 Words. These are the lessons I learned during the development of my entry.
Categories: Game Theory & Design

My Litmus Test For Crazy Player Ideas

Gnome Stew - 21 April 2015 - 11:10pm

So, if you two can balance the ladders just right for about 45 seconds, I can get high enough to get a good angle from this garden beyond the castle walls. I can throw my dart the distance to the chandelier from there and with a good enough to hit roll, which I can totally make!, I can cause it to come crashing down on the table while the duke and his guests dine. They get paranoid and are alerted to the real assassination attempt going on, but we don’t have to come forward and risk being thrown in jail because of that orphanage incident… We just need two people to make rolls to hold the ladders, then I have to climb one with a balance roll, and then I have to make a decent roll to throw my dart and hit that place between the chains… So, shall we try it?”


As a Game Master, you’ve probably sat on the other side of that player conversation that sets up some crazy, almost sure to fail idea. You know the kind – the overly-complex, problem-laden, reality defying idea that would only feel at home in a Laurel and Hardy Three Stooges short. It breaks the verisimilitude of many games and settings – but when it came up in my game, I threw it against the most important litmus test I’ve got for allowing crazy ideas, and it passed.  Some Game Masters will try to nudge their players to more realistic paths, some will shake their heads in defeat and groan as they tell their players to roll. Sometimes the other players will look at the player suggesting the idea and give muted sighs of frustration. Sometimes, no matter how stupid or complex, the players are all gleefully giggling and figuring out how to do the very crazy idea, and that is what makes it pass my simple litmus test:


Does it make the game more fun for the players?

All the questions of breaking setting, tone, and mood or whether a situation would really work or not pale in comparison with that one concept. If the players are all excitedly yammering about how they’ll make the ladders work and balance or what they should write on the dart to frame the right people, then nothing else matters. The players are going to have more fun attempting their crazy idea than creating some dramatic or realistic moment that taxes their abilities or showcases their awesome skills.

Does it make the game more fun for the players? is the first and final question I ask myself when I arbitrate a situation in-game. Will allowing something that otherwise breaks everything else I’ve set up make the game more fun? Then I go for it and say yes. I can always repair or restructure my adventure so it moves forward in some way, but I can never recapture the excitement the players are generating themselves if I say no to what they are attempting.

That’s my main litmus test. Do you do something similar? What criteria do you use when the players are doing something crazy? What is the craziest idea you’ve let the players try?

Categories: Game Theory & Design

Cheeky Monkey Media: Install Drupal 7 with a Foundation sub-theme using drush

Planet Drupal - 21 April 2015 - 2:10pm

Drupal 7 is by far my favorite CMS to date and Zurb Foundation is currently my go to theme. Although, I wouldn't really call Foundation a theme, but more of a responsive front-end framework that you can use to build your themes from.

Here is how to setup a fresh copy of Drupal 7 and configure a Foundation sub-theme quickly to get your project up and running:

Install Drupal using Drush

Although you can do this all the old fashion way, I prefer to use drush for this. Here are the drush commands to make this all happen:

drush dl drupal --drupal...
Categories: Drupal

Vertical Tabs Config

New Drupal Modules - 21 April 2015 - 1:49pm

This module allows you to:

Categories: Drupal

Report: Layoffs strike Disney's Club Penguin

Social/Online Games - Gamasutra - 21 April 2015 - 11:17am

Disney Interactive has reportedly laid off a number of people who work on its decade-old MMO game/world Club Penguin this week across offices in Los Angeles, England and Canada. ...

Categories: Game Theory & Design

Jim Birch: Drupal 7: Importing Tweets into Drupal using the Twitter Module

Planet Drupal - 21 April 2015 - 10:35am

Why would you want to import tweets into a Drupal site?  For one, I want to own the content I create.  Unlike other social media sites, Twitter allows great access to the content I create on their platform.  Through their API, I can access all of my Tweets and Mentions for archiving and displaying on my own site.

I have had a couple of instances with clients where the archiving of Tweets came in handy.  One when a Twitter account was hacked, and one when someone said something that wasn't supposed to be said.  At the very least, it is an offsite backup of your content at Twitter, and that is never a bad thing.

I have used this module for building aggregated content.  If you have a site that is surrounded by topics, you can build lists of Twitter accounts or #hashtags.  Imagine if you were running a Drupal Camp, you could build a feed of all of the speakers and sponsors, or a feed of the camp's #hashtag, or both!

You could also build a Twitter feed of only your community.  This module allows each and every Drupal user account to associate with one or many twitter accounts.  The users just need to authorize themselves.  The possibilities seem endless.

OK, so on with the good stuff.  Importing Tweets into your Drupal 7 site is very quick and easy using the Drupal Twitter Module

Read more

Categories: Drupal

ThinkShout: Drupal and Salesforce Integrations Get Some (Data) Integrity

Planet Drupal - 21 April 2015 - 10:00am

Hot on the heels of our all-hands-on-deck sprint to release RedHen Raiser, we decided to change gears to focus on some of our marquee open source contributions, namely the Salesforce Suite.

The Salesforce Suite has been around since Drupal 5 and it’s evolved quite a bit in order to keep up with the ever-changing Salesforce and Drupal landscapes. Several years ago, we found ourselves relying heavily upon the Salesforce Suite for our Salesforce-Drupal integrations. But there came a point where we realized the module could no longer keep up with our needs. So we, in collaboration with the maintainers of the module at the time, set out to rewrite the suite for Drupal 7.

We completely rewrote the module, leveraging Drupal's entity architecture, Salesforce's REST API, and OAUTH for authentication. We also added much-needed features such as a completely new user experience, the ability to synchronize any Drupal and Salesforce objects, and a number of performance enhancements. This was a heck of an undertaking, and there were dozens of other improvements we made to the suite that you can read about in this blog post. We’ve maintained this module ever since and have endeavored to add new features and enhancements as they become necessary. We realized this winter that it was time for yet another batch of improvements as the complexity and scale of our integrations has grown.

In addition to over 150 performance enhancements and bug fixes, this release features an all new Drupal entity mapping system which shows a log of all synchronization activity, including any errors. You can now see a log entry for every attempted data synchronization. If there’s a problem, the log will tell you where it is and why it’s an issue. There’s now a whole interface designed to help you pinpoint where these issues are so you can solve them quickly.

Administrators can even manually create or edit a connection between Drupal and Salesforce objects. Before this update, the only way to connect two objects was to create the mapping and then wait for an object to be updated or created in either Drupal or Salesforce. Now you can just enter the Salesforce ID and you’re all set.

Take the following example to understand why these improvements are so critical. Say that your constituents are volunteering through your Drupal site using the Registration module. The contacts are created or updated in RedHen and then synced to Salesforce. For some reason, you can see the new volunteers in Drupal, but they are not showing in Salesforce. It used to be that the only clue to a problem was buried in the error log. Now, all you have to do is go to the RedHen contact record, and then click “Salesforce activity,” and you’ll see a record of the attempted sync and an explanation of why it failed. Furthermore, you can manually connect the contact to Salesforce by entering the Salesforce ID.

Finally, you can now delete existing mappings, or map to an entirely different content type. The bottom line is that module users have more control of, and insights into, how their data syncs to Salesforce. You can download version 7.x-3.1 from and experience these improvements for yourself.

We’ve been hard at work polishing several other of our modules and tools, like the RedHen suite and Entity Registration, which also saw new releases. We’ll tell you more about what you can expect from those new versions in our upcoming blogs.

Want to chat about our module work at DrupalCon in LA? You can find us hanging out with our friends from MailChimp at their booth. We’d love to talk to you more about what we’re working on.

Categories: Drupal

Drupal Watchdog: Drupal People

Planet Drupal - 21 April 2015 - 9:39am

Drupal people are good people. They are the recipe’s secret ingredient, and conferences are the oven. Mix and bake.

March 2007, Sunnyvale, California, the Yahoo campus and a Sheraton.

OSCMS, my second Drupal event and my first conference.

Dries gave the State of Drupal keynote, with a survey of developers and a vision for future work. His hair was still a bit punk and he was a bit younger. Dries has the best slides. Where does he find those amazing slides?

I like Dries a lot.

I wish I had created Drupal.

In 1999, I created my own CMS named Frameworks. I remember showing my friend Norm an "edit" link for changing text and how cool that was. Back then, I didn't even know about Open Source – despite being a fanboy of Richard Stallman and the FSF – and I was still using a mix of C/C++, Perl, and IIS. (If you wanted to eat in the 1990's, Windows was an occupational hazard.)

But I didn't create Drupal. I didn't have the hair, I've never had those amazing slides, and I will never be able to present that well.

But mainly, I didn't have the vision.

Rasmus Lerdorf gave a talk on the history of PHP. I was good with computer languages. I had written a compiler in college, developed my first interpretive language in the late 1980's and another one in the early 1990's. I wondered why I hadn't created PHP. At the time, most web apps were written in Perl. I loved Perl. It was so concise. It was much better than AWK, which in itself was also pretty awesome.

(Note: AWK does not stand for awkward. It’s named after Aho, Weinberger, and Kernighan – of K&R fame).

So I didn't see the need for PHP, we had Perl!

Again, no vision.

Meanwhile: 2007, Sunnyvale, California, OSCMS.

Categories: Drupal

Xmlsitemap Mobile

New Drupal Modules - 21 April 2015 - 8:56am

Xmlsitemap module does not implement mobile sitemaps yet.

This module implements this in the simplest way. You can create a new sitemap context, check mobile option and define mobile domain.

Only tested with xmlsitemap_node for the moment.

Categories: Drupal

ERPAL: 6 rules to follow to promote communication in projects

Planet Drupal - 21 April 2015 - 6:26am

In the last part of our blog series, we dealt with the specifications of a project. Today we discuss the issue of responsibilities and ongoing communication. Ensure that the infrastructure exists to support project communication and that everyone has access to it – and uses it! Keep up the communication in the project and make sure that there’s a central communication tool, especially if you’re working in distributed teams. Define which communications are task-related and should be persisted on the task. This is mostly about teamwork: there’s nothing more damaging to a project than the stagnation of communication after a certain length of the project time, because then everyone in the project team makes different assumptions, leading into different directions. Recurring meetings, such as dailies and weeklies, help to build a culture of ongoing communication.

In addition to the above, also note the following as important points to take into account:

1) Provide a contact person Project work is teamwork. Both suppliers and customers need to meet their obligations in the project. One of the key things is the obligation to cooperate in making decisions. In particular, this includes the acceptance of partial results or the overall project. To make such decisions, a person needs the skills to take this decision and the authority to do so. If there is no clear contact person who’s responsible for all decision areas – financially, professionally and organizationally – the process may stagnate. This can delay the whole project and applies to both sides, vendors and customers alike. 2) What might happen if this contact person doesn’t exist (from the perspective of customer)? Everyone has something to say. The change requests will be considered by all project participants, but remember that only one of them gets the bill at the end of the day. Naturally, the customer may wonder about the amount, but no one ever wants to be responsible. Maybe the wishes were contradictory and mutually canceled each other out in the progression of things, but now, of course, one individual is surprised that – wouldn’t you know – exactly HIS wishes were swallowed up by the ominous “project monster”! This role is usually awarded to the responsible project manager, who in turn must prove that he’s only done what was required. 3) And what can happen from the perspective of the provider? During the project, customer requirements are discussed with various people. If these requirement changes don’t end up in a pot and if reviews are always subjective, it can lead to unwanted side effects. Example: Contact A builds a new forum feature. Person B says: "We’ll delete the forum" while Person C is under the belief that everything is ready and, hence, plans to start the acceptance process.   4) Emphasize all duties right from the beginning As a provider you and your customers should be clear on what obligations each respective party has. Ensure that the project is clear through transparent project management. Don’t drop tasks and always record decisions so that, later, you can see how they were made and how they’ve influenced the overall project. 5) Communicate problems early Of course, it can also come to additional expenses or delays in the project. Make sure that you identify these problems early and communicate them throughout the responsible team. If problems are addressed and resolved constructively in your project culture, as opposed to having long debates about who’s to blame for the problem, even large hurdles can be overcome together. 6) It’s no shame to question things, so ask often! If there are any questions in the project – and there will be – ask them! Anyone who’s too afraid or lazy to ask when there are ambiguities does harm to the project. Assumptions and certainties contradict every form of transparent communication. So provide the team with a centralized and transparent communication (a chat isn’t sufficient as it doesn’t persit the communication). Also, ensure that information and agreements actually make it to the people who need to have access to it. In the next part of our series, we’ll focus on unrealistic budgets and deadlines.
Categories: Drupal

Drupalize.Me: Learning To Debug: Stop Making Assumptions

Planet Drupal - 21 April 2015 - 6:10am

Here's an example of an assumption; The sun will rise tomorrow. An assumption is something that is accepted as true or as certain to happen, without proof. This kind of thinking, while convenient, is prone to concealing facts, and troublesome when debugging code. This article defines what an assumption is, and provides some techniques for helping to eliminate them during debugging.

Categories: Drupal

Ten more years of real money?

Virtual Reality - Science Daily - 21 April 2015 - 5:44am
We will still be using "real" money for at least the next 5 to 10 years, but financial transactions carried out using mobile electronic devices, such as smart phones and tablet computers, will increasingly become the norm during that time period, according to research.
Categories: Virtual Reality

Devel Ace

New Drupal Modules - 21 April 2015 - 5:39am

This module integrates the Ace code editor into Devel providing an intuitive and nice to use code pad for /devel/php

Categories: Drupal


New Drupal Modules - 21 April 2015 - 4:51am

This module provides a framework to detect potentially fraudulous orders and act on this.

This module provides:

Categories: Drupal

J-P Stacey: Creating a rapidly redeployable booking system for UNOLS

Planet Drupal - 21 April 2015 - 4:09am

I recently worked with Blue Dot Lab to build a rapidly redeployable, interactive booking system for the University-National Oceanographic Laboratory System (UNOLS) based in the US. UNOLS is a consortium of over 60 academic institutions involved in oceanographic research, and individual institutions can require their own system for organizing research expeditions and booking the necessary equipment and boats. Such new systems need to be ready to go with the minimum of fuss and at reasonably short notice.

Read more of "Creating a rapidly redeployable booking system for UNOLS"

Categories: Drupal

Entity Documentation Taxonomy

New Drupal Modules - 21 April 2015 - 3:13am

A submodule of Entity Documentation that exports documentation of vocabularies.


Entity Documentation
Core Taxonomy

Known problems

No problems at the moment.

Categories: Drupal
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