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Sooper Drupal Themes: Introducing version 5

Planet Drupal - 28 October 2014 - 8:11am

Welcome to the fifth redesign of!

What's new at SooperThemes

The fifth major update to is the biggest update ever. It's a completely new site, unlike the previous sites which were built on top of the original (2007!)!

The new site comes with a big shift in focus. With Drupal 7 sites becoming more complex, and the upcoming Drupal 8 introducing new power and flexibility, but also complexity, we work hard to offer tools, services and products that allow everyone to profit form Drupal's flexibility without having to suffer the steep learning curve (alone). In addition to selling Drupal themes with turn-key demo sites we now offer more services:

  • Custom built ticket system on, to work alongside e-mail support
  • Design to Drupal service, for affordable and top quality Drupal themes based on your own design
  • Enterprise Drupal services, including art direction, design, theming, data driven design and consulting.
  • No more one-off theme sales, total focus on club membership and long term support

Our new tools are the best part, read on to learn about our major plans to support Drupal for small/medium businesses.

Drupal Developers will Love these New Tools: A new Distribution: Drupal CMS Powerstart

Drupal's awesome architecture is what makes it such an awesome alternative to competing CMS like Wordpress and Joomla, but setting up shop with Drupal is described by many as painful and too complicated. Here, Drupal's power in flexibility is also it's weakness. It takes too much time to install basic features like WYSIWYG with media management: you need to find modules and set up complicated configurations, sometimes needing patches or development versions of modules, external libraries, etc.
To solve this problem, we created a Drupal CMS Distribution, targeted to small business sites and aiming to make life easier for developers and shops who create small sites.

Drupal CMS Powerstart needs beta testers:

Dries has mentioned in several keynotes that Distributions are the key to make Drupal more accessible and therefore the Drupal ecosystem more succesful. We too believe distributions are the solution but we don't like how they are currently made and how they are managed by Therefore we have created a new interface: A user-friendly interface to our distribution that lets you pick features, so that you don't get a bulky distro with everything in it, and the kitchen sink.

Check out the custom build interface to Drupal CMS Powerstart:

Drupal CMS Custom Build

Twitter Bootstrap Fans will love what we did with Bootstrap 3

In order to create a truly responsive distribution, we developed and refined a lot Bootstrap 3 Drupal-integration. Responsive grid control from Views, content organisation with Bootstrap shortcodes: and all our features come with default layouts that regardless of whether you use a Bootstrap theme.

Development of Drupal CMS Powerstart is sponsored by and if you want to support future development of this new platform, please help beta testing and/or consider becoming a member of our premium themes club, you can see our "premium themed" version of CMS Powerstart here: - more Drupal themes.

Tags sooperthemes drupal 7 drupal 8 distributions cms planet drupal planet cms powerstart Drupal 7.x
Categories: Drupal

ERPAL: Drupal design patterns – do we need them?

Planet Drupal - 28 October 2014 - 6:56am

After six years of working with Drupal, I’ve seen many successful Drupal projects. I’ve also felt how hard it is to become an experienced Drupal developer. When I asked myself why some Drupal projects succeed while others don’t, I came to this conclusion: the projects that integrate with Drupal core and the contrib ecosystem – i.e. the ones that use "best practice" deployment workflows and try to use configuration instead of custom code – keep their flexibility, stay maintainable and avoid "niche know-how". This then ensures that the project can be continued even if the team changes. Of course, there are lots of other non-technical factors that make projects successful but we’re focusing here on the technical ones. The problem is that there’s no central repository of "best practices": almost all developers or Drupal shops have their own.

This brings me to the point of considering some Drupal design patterns. Whereas in object-oriented programming, developers have patterns for their object models to solve specific problems that appear again and again, we haven’t yet established any in Drupal. But if we look at the configuration layer of Drupal as a "programming language", we could describe some patterns or best practices that would help others with problems that have already been solved hundreds of times before. This would have the same benefits as design patterns in other programming languages. Solutions for equivalent problems / requirements are always designed in a similar way. For any given workflow we could always use the same rules, so everybody would know where to go to change some behavior. The result would be that modules wouldn’t implement their own logic in code but provide actions, events and conditions, and some default rules. People still wouldn’t find a Drupal image gallery module but they would know how to build one according to some patterns. Of course we’d have a longer dependency chain for some modules, but is this really a problem if we’re depending on standard modules?


When to choose which module – would patterns work for this?

With more than 8000 modules available at, new Drupal users may find it hard to get started. What usually happens is that they enable lots of modules to test them; if the module works for their requirements, it remains enabled. If the user is a technical person, maybe even a developer, he/she will most likely use the Drupal API to extend the Drupal app.
But wouldn't it be great if we had a list of modules that were "state of the art" for best practices such as using rules for workflows and business logic, ECKs and fields for data structure modelling, views for lists and data queries, restWS and WSclient for communication with other applications, entity view modes in combination with panels for layouting, and features for the deployment. Considering the above, I’ve created the Drupal application stack poster to collect all our modules – along with their specific use cases –and to share this overview with the community. Shouldn't we always have a "Drupal-relevant set" of modules in mind when it comes to the modelling process of our Drupal app? This would keep Drupal apps sustainable and flexible.


Dos and don’ts

There are also some examples of what not to do. In a few projects that had crashed before they came to us to be rebuilt, it became clear that the previous developers had exactly the problems listed above. They had no guide to help them figure out when to use the API and when to choose which module, which further led to code and architectures that nobody but the developer could maintain. After the first release, the projects weren’t extendible, as there was no deployment process established. Wouldn't it help to collect these examples as well, to help people avoid them and get on the right path with Drupal? With a list of positive and negative patterns, we could give users some objective criteria for rating the implementation of their Drupal project.


Distributions – start from a higher level

Distributions built on such best practices as Drupal commerce kickstart or ERPAL Platform provide a good starting point for new Drupal developers, since they can see how experienced Drupalistas created the distros and which modules they used. Distros can be showcases for Drupal design patterns or a kick-start for vertical use cases like e-commerce sites or business applications.

If we want the Drupal community to grow, we should help others find the right starting point – not just any old one that could lead them off in the wrong direction: while they might see some quick results, if it wasn’t the right approach, they would only realize that after days of work. Once too much time has elapsed, with the money already spent and the deadline looming ever closer, nobody will ever refactor the Drupal application to improve its structure.

With Drupal design patterns, we’d be able to offer standard solutions to often-complex problems. What are your thoughts about Drupal design patterns? Would this bring us another step closer to making Drupal into a world-leading web application framework?

Categories: Drupal

FAPI Table

New Drupal Modules - 28 October 2014 - 6:30am

Adds an input table as a FAPI element:

Categories: Drupal

Drupalize.Me: Free Halloween Icon Set

Planet Drupal - 28 October 2014 - 6:04am

With Halloween just around the corner, I thought it might be fun to hand out some tasty treats. Don't worry, you're not getting fruit or pennies. It's something much more fun! I designed a custom Halloween icon set, which is free to download and use however you want. With Drupalize.Me's scary good Drupal training, it's fitting that these icons can spook, sweeten, or surprise your next project.

Categories: Drupal

Clemens Tolboom: Which route belongs to which path fragment?

Planet Drupal - 28 October 2014 - 5:21am
AttachmentSize Drupal menu tree with GraphViz650.46 KB Drupal menu tree with d3js216.41 KB Drupal menu tree PNG55.17 KB Drupal menu radial tree with d3js217.39 KB Drupal-menu-tree-radial.png221.33 KB Drupal menu tree graphviz75.85 KB

Visualization some complex part of Drupal is helping understand Drupal better. This is about the menu tree using Graph Viz for a static SVG diagram and D3JS for a dynamic version.

Categories: Drupal

KnackForge: Ajax Autocomplete Customization for Textfield in Drupal

Planet Drupal - 28 October 2014 - 4:23am

Autocomplete is a feature for textfields in Drupal. It provides a dropdown list of matching options from the server. It is implemented through AJAX. To know how to add an autocomplete form element in Drupal visit


For customizing autocomplete we need to override the Drupal system file "misc/autocomplete.js". This can be achieved ideally in two ways:

  • Replace the entire "autocomplete.js" with your customised version

    function MY_MODULE_js_alter(&$javascript) { $javascript['misc/autocomplete.js']['data'] = drupal_get_path('module', 'MY_MODULE') . '/js/autocomplete.js'; }
  • Override "" with a custom behaviour in theme script.js or module js file, as long as it's added after /misc/autocomplete.js it will override it.

Categories: Drupal


New Drupal Modules - 28 October 2014 - 1:37am

Allows you to "prove web" for using your Drupal site.

Keybase is a website, but it's also an open source command line program. You can do so much with it: sign, verify, encrypt, generate messages, sign code, move keys around, etc., all using GPG for the crypto. All of this can be embedded into other software, written by anyone.

Categories: Drupal

Sandy's Soapbox: 13 Aphorisms For Surviving The Real World

RPGNet - 28 October 2014 - 12:00am
Lucky rules for surviving October.
Categories: Game Theory & Design

Visitors Voice: “Can our site search be like Google?”

Planet Drupal - 27 October 2014 - 11:58pm
When we discuss site search with clients they often say they want it to work like Google. The problem with this is not that they don’t understand that Google plays in another league when it comes to resources – of course they do. The main problem is that the clients often doesn’t understand the main […]
Categories: Drupal

How we can have diversity in our games without yelling at people. - by David Rico Blogs - 27 October 2014 - 11:14pm
Thoughts on how to improve gaming and game development social climates by fostering and encouraging new developers to join and make more diverse games rather than badgering existing developers to do it for us.
Categories: Game Theory & Design

The Importance of Story - by Paul Furio Blogs - 27 October 2014 - 11:14pm
Good intentions are not enough. We need to weave the tale of why players should care, and users should involve themselves.
Categories: Game Theory & Design

Game Design in VR: Pushing Off from a New Frontier - by Kimberly Voll Blogs - 27 October 2014 - 11:14pm
A quick summary of some of the key (game) design challenges in virtual reality, why it is different, and some food for thought re. how we can push the state-of-the-art out from this new frontier.
Categories: Game Theory & Design

What does a game value? - by Christopher Gile Blogs - 27 October 2014 - 11:14pm
A game's characters may love peace but what does the game they inhabit value? Let's look at Ogre Battle 64 and try to understand what it values and how those values contrast with the values of the game's characters and narrative.
Categories: Game Theory & Design

How to Make Gameplay Trailers Like the Triple A - by Kevin Harwood Blogs - 27 October 2014 - 11:14pm
Making promotional videos for your games can be of massive marketing assistance to your franchise. I've outlined the process I've found success with and analyzed Quantum Break's gameplay trailer for greater clarity.
Categories: Game Theory & Design

5 things we learnt from Kickstarter (after removing our game) - by Lukasz Deszczulka Blogs - 27 October 2014 - 11:14pm
Is a floppy Kickstarter campaign always a disaster? Not if you learn from it. Here's our insight on why our campaign failed, its impact on the development of Earthcore: Shattered Elements and how it inspired us to create some completely new game features.
Categories: Game Theory & Design

Musicians and the eternal quest for email job landing. - by Francisco Tufro Blogs - 27 October 2014 - 11:14pm
Since we launched our Kickstarter campaign we noticed that every day we'd receive an email from a music composer asking for the opportunity to make the music for Nubarron. This is a small rant about this topic.
Categories: Game Theory & Design

If you must use runes... - by Jonas Nicolaisen Blogs - 27 October 2014 - 10:43pm
About using runes in games correctly and the importance of research.
Categories: Game Theory & Design

Just a level solver: Why my simple puzzle game took me over a year to complete - by Jonah Wallerstein Blogs - 27 October 2014 - 10:43pm
I ran in to many roadblocks on my path to create and release my first polished game. But one of the most frustrating and interesting ones was the difficulty in writting a program that was better at my game than I was.
Categories: Game Theory & Design

Epic Space Combat -- Blasting a Ship in Half. - by aaron hollingsworth Blogs - 27 October 2014 - 10:43pm
Space combat NEEDS satisfying ship destruction! What is more satisfying than a weapon that splits an enemy in half!? Join us for a discussion of how we went about combat damage for StarDiver.
Categories: Game Theory & Design

Quatriceps Math Problem Generator

New Drupal Modules - 27 October 2014 - 8:58pm

Quatriceps is a mathematics API for generating basic problems and their solution. The Quatriceps module allows easy setup of Quatriceps blocks on a Drupal site.

Categories: Drupal
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