Newsfeeds

Acquia partners with BigCommerce

Dries Buytaert - 6 November 2018 - 8:45am

Today, Acquia announced a partnership with BigCommerce, a leading cloud commerce platform. BigCommerce recently launched a headless commerce solution called BigCommerce Commerce-as-a-Service to complement its "traditional" commerce solutions. Acquia's partnership with BigCommerce will center around this Commerce-as-a-Service solution to enable customers to take advantage of headless commerce architectures, while leveraging Drupal and Acquia to power content-rich shopping experiences.

With BigCommerce and Acquia, brands can use a commerce-as-a-service approach to quickly build an online store and oversee product management and transactional data. The front-end of the commerce experience will be powered by Drupal, built and managed using the Acquia Platform, and personalized with Acquia Lift.

This month, Acquia has been focused on expanding our partnerships with headless commerce vendors. This announcement comes on the heels of our partnership with Elastic Path. Our partnership with BigCommerce not only reinforces our belief in headless commerce, but also our commitment to a best-of-breed commerce strategy that puts the needs of our customers first.

Categories: Drupal

Drupal.org Links

New Drupal Modules - 6 November 2018 - 7:55am

A list of field formatters for turning various fields into links to drupal.org.

Categories: Drupal

a-fro.com: Creating Reusable Dynamic Content Components

Planet Drupal - 6 November 2018 - 7:50am

This is part 2 in this series that explores how to use paragraph bundles to store configuration for dynamic content. The example I built in part 1 was a "read next" section, which could then be added as a component within the flow of the page. The strategy makes sense for component-based sites and landing pages, but probably less so for blogs or content heavy sites, since what we really want to for each article to include the read next section at the end of the page. For that, a view that displays as a block would perfectly suffice. In practice, however, it can be really useful to have a single custom block type, which I often call a "component block", that has an entity reference revisions field that we can leverage to create reusable components.

Categories: Drupal

Ajax Block

New Drupal Modules - 6 November 2018 - 7:48am
Categories: Drupal

Current Page Entity Tokens

New Drupal Modules - 6 November 2018 - 7:31am
Add current request entity tokens to [current-page]

Taken from a Tokens feature request at https://www.drupal.org/project/token/issues/919760, this micro-module makes the current request's entity information available under the [current-page] token.

For instance,

Categories: Drupal

Drupal Modules: The One Percent: Drupal Modules: The One Percent — Admin Denied (video tutorial)

Planet Drupal - 6 November 2018 - 7:12am
Drupal Modules: The One Percent — Admin Denied (video tutorial) NonProfit Tue, 11/06/2018 - 09:12 Episode 51

Here is where we bring awareness to Drupal modules running on less than 1% of reporting sites. Today we'll investigate Admin Denied, a module which prevents you from accessing the super user's account.

Categories: Drupal

Drupal Association blog: Global Training Days in 2019

Planet Drupal - 6 November 2018 - 6:00am

Drupal training is happening around the world, and we're getting ready for 2019 now. The common purpose of DrupalGTD is to introduce newcomers to Drupal and our community in a locally organized event, either in-person or online.


Drupal training event in 2018 with FFW in Albany, NY

Mark your calendars for the following dates and if you would like to host a training event, there's a place to do it now for maximum lead time.

We'll be celebrating GTD all month during February, April, June, September, and December, but we also have target dates.

2019 Drupal GTD dates
  • February 7-9
  • April 18-20
  • June 27-29
  • September 12-14
  • December 5-7

In 2019, the dates are expanding to Thursday-Saturday, rather than only Friday-Saturday. By including Thursdays, we're encouraging hosts to experiment by offering events on different days to see what works better in your locale.

Have questions about getting started?

Join the Drupal GTD Group and Slack Channel and start a conversation.

And the Drupal GTD Working Group (paych, lizzjoy, dinarcon, rgs, rachit_gupta, pendashteh, solomonkitumba) is always here to help with advice.

Categories: Drupal

DrupalBASE: Using available drawers preview

Planet Drupal - 6 November 2018 - 5:40am

VisualN provides an interface to check "how it works" for any available drawer on the site. To see the list of drawers go to VisualN -> Available Drawers Preview menu item.

Available drawers list

Though VisualN allows you to use any resource type as data source (e.g. csv, xls files or views), for demo purposes it is enough to have some dummy data. Such data can be obtained from data generators. Data generators are simple plugins returning an array of data (which is just another resource type) of a given structure that can be used by certain drawers (e.g. Leaflet uses lat, lon and title data fields).

Data generators may also provide info about drawer or drawers that can use generated data. Those drawers and data generators are considered compatible. Drawers highlighted green have compatible data generators.

There are a couple of use cases when you may want to use the Available drawers preview UI:

  • check drawer in action, examine configuration form settings
  • set configuration values to create a visualization style
  • use the preview UI to help drawer development and to test changes
  • check data format used by drawers (e.g. using table drawer)
Categories: Drupal

Varbase Reports

New Drupal Modules - 6 November 2018 - 3:33am

Provides a list of statistical reports about users, content as a page, block and be able to export data.

This is a Varbase feature. But we can use it with Drupal 8 core.

Categories: Drupal

Agiledrop.com Blog: David Valdez: Drupal in dramatically improving between one version to the next

Planet Drupal - 6 November 2018 - 3:25am

This week we talked with David Valdez. Read about what impact Drupal made on him, what contribution is he the proudest of and what Drutopia is.

READ MORE
Categories: Drupal

Rogue's Run

New RPG Product Reviews - 6 November 2018 - 2:16am
Publisher: Gamer Printshop
Rating: 3
An Endzeitgeist.com review

This module, billed as an extended one-shot (or two-shot) clocks in at 70 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page blank, 1 page SRD, 1 page back cover, leaving us with 65 pages of content, so let’s take a look!


This review was moved up in my reviewing-queue as a prioritized review at the request of my patreons.


All righty, first things first: If you’re looking for a one-shot for 7th level, this module can easily be condensed to be a smaller module, should you choose to do that; it’s also important to note that about ½ the page-count of this pdf deals with supplemental material. This may sound like much, but in this case, it generally should e considered to be a plus, as it does offer depth if you choose to dive a bit deeper – at least in theory.


The module does sport well-written read-aloud text for your convenience.


All righty, this being an adventure-review, the following contains SPOILERS. I will denote the end of the SPOILER-section further below, as the supplement does contain a ton of supplemental materials we should discuss. Potential players should jump ahead to the conclusion.



..

.

All right, only GMs around? Great! The pdf assumes that the PCs are trader-smugglers/for hire with their own Medium starship (the Jack of Diamonds, as an example for the like, should your PCs have none, is provided with full plans and pictures!), and the basic premise is a pretty simple one: The PCs are to pick up goods and deliver them from frosty Niflheim, a mining planet to Port Carthage, which is a rather notorious pirate haven – somewhat akin to Freeport in space, if you will.


We thus join the PCs as they can explode the icy outpost Hvergelmir (including a fully-mapped inn/tavern, player-friendly, I might add!), and as a plus, their contact gets stats. These are incorrect in a variety of ways, but thankfully, they probably won’t impact the game and should be considered to be optional.


Anyhow, the issue of the smuggling is as follows: Hostilities between the MegaCorps and Port Carthage’s pirates have recently escalated, and a corporate navy has basically created a huge dimensional lock-like effect to prevent Drift access as part of the blockade of Port Carthage. Thus, it’s up to the PCs to engage in some old-school, pre-Drift smuggling via the old smuggler’s route, the eponymous Rogue’s Run. Exiting Drift near the begin of the notorious route will have an Adam 12 sector-police patrol (fully mapped and statted) on the PC’s trail. Two statblocks for the police are provided, and the good news is that they are more precise than those provided in the appendices (more on that later); they do have a couple of glitches and lack plusses for skills, and equipment/damage values for melee attacks. In fact, they don’t seem to have melee weapons. Oddly, all seem to have awards for heroism as per the morale line. They seem to have been built with PC-rules, but regardless of whether you look at them with PC-rules or NPC-rules, there are serious glitches here. If correct statblocks matter for you, then this will have you grit your teeth. (As written, they, as level 6 and 8, can be mowed down by PCs without much hassle.) No values are provided to bribe/fool the police.


Now, the first part of the route would be the Hellgate – passing it will take a tool – 1 Hit Point…and on a failed Fort-save after the journey, that loss will be permanent! OUCH! Pretty epic, though: exiting the portal of pulsing flames will have the PCs immediately facing a minefield and a centurion class mine laying vessel – passing the field may rock the vessel, but soon thereafter, the PCs can witness the sight of the Sisters – twin black holes…and, to make matters worse, the minefield#s rocky ride has caused a crate to burst open – and now a crazed assembly ooze is on the loose in the ventilation system! Corralling it into a trap can make for one cool mini-game – and yes, ventilation system maps for the ship are provided! The PCs will also be seen by a star-eater nymph, a ginormous thing that may take the ship for a morsel. It may be dissuaded with some pain, though.


Easily my favorite encounter of the whole module would pertain the Sisters. Their Event horizons spin in opposite clockwise direction – and they can, when timed properly, act as basically a horrid super-catapult. Personally, I made timing this a proper mini-game where the PCs could show their knowledge, and then handed out the cool diagram for passing them as a reward-handout of sorts. I think that this encounter could have used a bit more mechanical meat on its bones. Arriving near Port Carthage, the PCs are contacted by the Cyberian, obviously a pirate vessel, which requests their aid triangulating an out-of-phase corp ship that may be responsible for the Drift-blockade.


Arrival at port carthage will show that the PCs have not been the only ones dealing with crazed oozes, and indeed, the PCs will get a chance to impress the Baroness of Port Carthage in a final conflict with a more…massive ooze, potentially starting a promising career as smugglers/space pirates!


END OF SPOILERS


The first of the aforementioned appendix-sections details the Kronusverse, the implied setting that was introduced in “Dead in Space” – I welcomed the brief introduction provided within, since I don’t yet own that massive book. The ideas presented are pretty interesting: Earth, turns out, is actually a sentient plant, who proceeded to receive an ultimatum from the being now dubbed Kronus, who pronounced a 1-decade countdown: After that, it would destroy any remnants of mankind left on it. Thankfully, humanity had already taken to the stars. After that, the underclass)es) sought freedom from the reign of the MegaCorps and ventured forth into what is now known Colonial Space, to differentiate it from Corporate Space. (Odd here: The first sentence of this section is printed twice.) Beyond even the frontier of Colonial Space lies the stretch, as of now the true frontier of humanity exploring space.


The second appendix gives us a summary o Port carthage (bonus points if you quote Cicero), a station salvaging vessel built into the shell of an asteroid, the slowly turned into basically a planetoid-sized station with the help of assembly oozes. Led by Admiral Baroness Ching Shi as a constitutional monarchy, where your profession and standing determines the amount of votes you get. A kind of pirate constitutional monarchy, if you will. Pretty cool: We not only get more detailed descriptions, we also get a fully mapped version of Port Carthage, with a separate pdf for full one-page-sized maps as well. Indeed, as always with Gamer Printshop, the map-support is extraordinary: The pdf comes with no less than 6 (!!) bonus pdfs containing read-to-print maps. Only one of them, the Outpost Hvergelmir, does have somewhat jarring labels on it – the other ones all could be printed and used as hand-out-style maps, if you want. For me, that is a huge plus.


The pdf does come with 5 pregens, though it should be noted that the formatting of this pregen presentation is very busy and cluttered – it makes more sense to take a sheet and fill them in. Plusses are missing before skills, attributes lack modifiers in brackets, and so on. Spells are not formatted correctly, etc. Personally, these made me twitch and I’ll pretend that they’re not here. Yeah, sorry, but the formatting’s that messy.

Unfortunately, this extends to the next appendix, at least to a degree – here major NPCs (Including a really nice 1-page artwork of Baroness Ching Shi) are provided with full stats. Or rather, half stats. The good new first, the stats are easier to read than those of the pregens – they are not as cluttered and messy. Good news: They generally seem to adhere, for the most part, to the monster/NPC-creation guidelines presented in the Alien Archive, at least when it comes to the basics. Alas, e.g. mastered skills and good skills do not check out for the CRs, offensive/defensive/other abilities are not correctly assigned, there are not enough Languages noted, attack bonuses don’t check out, there is no gear noted and the attack values note BABs that are not correct for the CR-values. Not even remotely. A level 19 envoy notes +23 for melee, +29 for ranged attacks. The Envoy class graft requires the expert base array, and this one clearly states +31 for the high, +29 for the low atk value. No damage or weaponry is given, so you basically look at something like that: “Melee +23”. That’s the entirety. Perception also is nonstandard throughout. There are only 3 of these statblocks, but try as I might, I can only describe them with one word: WRONG.


Thankfully, the author seems to have taken a much closer look regarding the details when it comes to the new ship bays like the assembly ooze reprogramming bay, the asteroid processor, etc., as well as landing claws, an ooze system one-use enhancement – these are genuinely cool and interesting and some armor augmentations from the Starships, Stations and Salvage Guide are reprinted here as well. Alas, the table does lack bay, PCU and BP-costs for ship mines. The entry’s there, just not the proper values – but then, this may be intentional, as their cost is based on capital tracking weaponry and a flexible means of calculating cost. Still, having the full information here would have been nice.


The pdf also includes a section of personal equipment and these tend to be interesting – there, for example, would be a heavy multi tool spanner, which is a cool visual indeed. However, skill-references don’t capitalize them properly, and it does deviate from standards in a couple of ways: For one, the table does not note bulk, requiring the reference of the text. Secondly, add-ons are a lower level than the weapon, which is odd. I am pretty sure that the base damage should be “B”, not “A”, as there is an acid-add-on…which does “B” damage. *sigh* These add-ons are a cool idea, allowing for flexibility. Alas, they don’t state how the critical effects are supposed to interact. I’m pretty sure the item’s melee should not have “explode” as a critical effect. This one really hurt me, as I really like the idea, but the implementation is pretty rough. Not unusable, but it does require some serious fixing by the GM to work in a precise manner.


The two vessels, the CCN Dido and the Geode Survey Rig 23 (with images from the outside for both and full maps for the Geode Survey Rig 23) are tighter, thankfully. (We don’t get tier-ratings for either, though. Five further ships are provided, and we get two more full-page pictures of them, which is rather neat.


The next appendix presents the space pirate base class, who gets 6 Hit Points, 6 + Constitution modifier Stamina per level, 6 + Intelligence modifier skills per level, Charisma as key ability modifier and proficiency in light armor, basic and advanced melee weapons, small arms, long arms and grenades, ¾ BAB-progression and good Reflex and Will-saves. (As an aside: In the table, the “Will” word at the column’s header seems to have drifted to the class abilities.) The class adds a class skill every level (!!), and every other level, you get +1 to that skill. Okay…shouldn’t that, I don’t know, be a free rank or something like that? The ability also contradicts itself, suddenly stating that, at 13th level, you get a second class skill, when RAW, at this point, you’d have already received +12 class skills! The class also receives a unique weapon, which uses the highest attribute modifier (!!) to atk and which receives a fusion equal to the class level and may be used in conjunction with trick attacks at 9th level. Guess who RAW does not receive trick attacks? Bingo. The space pirate. The class comes with an array of talents, tricks of all trades, which basically poach from other classes in some cases. Rules-language and formatting is inconsistent. This class does not operate properly RAW and would have been better off as an archetype. The section also includes a theme, which, at 12th level, lets you take a gear boost, envoy improvisation, mechanic trick or operatives edge. Wait. The latter is a fixed ability. Should that be exploit?? It should also specify that prerequisites other than those contingent on class abilities should still be met.


The bestiary chapter is more interesting – here, we get an vessel-sized assembly ooze (including starship assembly/disassembly-rules), which is pretty neat. If you’re very particular about monsters adhering strictly to the values proposed in the Alien Archive, you may be irked to see that the creatures herein do deviate from the standard values. However, on the plus side, formatting here, while not perfect, is MUCH better than the mess we witnessed for the NPCs and pregens, and from control cube oozes to crazed ones, we get some interesting fellows here.


Conclusion:

Editing and formatting are okay on a formal level. When it comes to rules-integrity and consistency, I unfortunately can’t claim the same. There is no nice way to say this, so here goes: There is not a single correct statblock herein; some have glitches so blatant you can see them at a single, cursory glance. The rules-integrity of non-statblock related components is also quite compromised in a couple of cases. If you’re picky about correct rules, then consider yourself to be warned. Layout adheres to a crisp and neat 2-column full-color standard and the artworks range from really nice to a bit goofy. The big formal plus, as far as I’m concerned, would be the cartography: If something even tangentially shows up, you’ll have full-color maps. Ships get depictions that show them from the outside, and maps for each floor; even tangentially relevant settlements get detailed full-color maps…it’s really impressive, and the maps come as pdfs as well and are player-friendly. That is a HUGE plus as far as I’m concerned, and depending on your priorities, may be enough to warrant checking out this module. The pdf also comes with extensive bookmarks that render navigation comfortable.


Michael Tumey’s “Rogue’s Run” is a module that has me torn: The angle of engaging in an old-school pre-Drift smuggling run is really cool, and the complications are interesting, to say the least. It is by design a linear experience, yes, but it is a linear experience that knows how to make the encounters feel exciting: From the first step on Rogue’s Run to the end, I was reminded of an episode of Firefly or Cowboy Bebop, and I mean that as a huge compliment. The encounters, even in the instances where they are mechanically not too exciting, do *feel* exciting – the ideas presented here are fun and evocative and the module can be a really exciting experience. The writing side of things is pretty darn cool, and if I were to rate this only on the merits of its ideas and vistas, it’d get a definite recommendation.


If, on the other hand, I’d solely rate this on the merits of its design-components, I’d have to tell you to steer clear. The rules-issues are pronounced and require serious GM-work to fix the statblocks. The crunch of the supplemental material, from the broken class to the half-way done NPC-statblocks, is, alas, a mess. It’s a mess that you thankfully (for the most part) don’t need to run the module. Still, were this a crunch-book and not a module, It’d, at the very best, would get a 2-star rating. This was in desperate need of a critical eye of a system-savvy editor.


So, how the heck should I rate this? I’ve mulled over the final verdict longer than for a pretty significant of modules I’ve covered. If you don’t mind the editing and formatting glitches, and if the cartography is something that’s important to you, then you may well check this out! It has its merits! On the other hand, if you want go-play and incorrect rules-language irks you, then you may want to give this a pass. Since almost half the page-count of the module is devoted to appendices of dubious rules-integrity, I’ve considered rating this to account for this component, but on the other hand, the massive amount of maps does offset this, value-wise, even if you ignore the majority of this part of the pdf. Hence, I chose to rate this primarily with a focus on its integrity as a module.


I can see folks really getting into the flavor and cool environments – I can see this working as a good module; similarly, I can see folks utterly loathing this for its flaws. I mulled it over time and again, and ultimately, my official final verdict will be 2.5 stars, rounded up – without the cool maps, it’d have been 2.5, rounded down, but they and the per se neat environments do have the potential to really enhance the experience for some folks. If rules-integrity is important to you, then consider this to be 2 stars instead.

Endzeitgeist out.
Categories: Game Theory & Design

Trackduck Integration

New Drupal Modules - 6 November 2018 - 2:12am
TrackDuck - Visual Feedback & Bug Tracking

Let your colleagues or clients leave feedback right on a website or image file. Bug tracking has never been easier! Every new comment has a screenshot recorded automatically with a link to the exact page and technical details like browser version, OS and screen resolution.

Instalation
  • Create trackduck account and setup your project
  • Go to: admin/config/development/trackduck
  • Setup your api key
  • Check permissions for correct role
Categories: Drupal

Advanced Designers & Dragons: A Look at Art & Arcana

RPGNet - 6 November 2018 - 12:00am
The newest D&D history book is a visual masterpiece.
Categories: Game Theory & Design

Month Year

New Drupal Modules - 5 November 2018 - 11:29pm
Categories: Drupal

CKEditor Autosave

New Drupal Modules - 5 November 2018 - 9:25pm

Provides integration of the CKEditor Autosave plugin with the Drupal 8 CKEditor.

Sponsorship

This project is sponsored by Davyin. We provide specialist consulting services in Enterprise Drupal, Visit us at www.davyin.com.

Categories: Drupal

Drupal core announcements: Coding standards announcement for 11/5/18

Planet Drupal - 5 November 2018 - 6:50pm

The TWG coding standards committee is announcing two issues for final discussion. Feedback will be reviewed on 10/31/2017.

New issues for discussion: Needs love Interested in helping out?

You can get started quickly by helping us to update an issue summary or two or dive in and check out the full list of open proposals and see if there's anything you'd like to champion!

Categories: Drupal

Paragraphs Granular Permissions

New Drupal Modules - 5 November 2018 - 1:12pm

Provides Granular Permissions for Paragraphs entities AND SOLVES ALL YOUR PROBLEMS MAGICALLY

Categories: Drupal

WeKnow: My take of BADCamp 2018

Planet Drupal - 5 November 2018 - 12:36pm
My take of BADCamp 2018 weKnow gave me the opportunity to attend my first BADCamp as part of the team that represented the company at this awesome event. msantibanez Mon, 11/05/2018 - 20:36
Categories: Drupal

Horror survival game The Forest has sold over 5.3 million copies

Social/Online Games - Gamasutra - 5 November 2018 - 11:34am

Endnight Games†™ survival game The Forest has sold over 5.3 million copies in four years, a milestone that comes just ahead of the game†™s PlayStation 4 release this week. ...

Categories: Game Theory & Design

Jacob Rockowitz: Talking about Advanced Webforms and Showing Code

Planet Drupal - 5 November 2018 - 8:40am

For the past two North American DrupalCons, my presentations have focused on introducing people to the Webform module for Drupal 8. First and foremost, it’s important that people understand the primary use case behind the Webform module, within Drupal's ecosystem of contributed modules, which is to…

The other important message I include in all my presentations is…

Over the past two years, between presentations, screencasts, blog posts, and providing support, the Webform module has become very robust and feature complete. Only experienced and advanced Drupal developers have been able to fully tap into the flexibility and openness of the Webform module.

The flexibility and openness of Drupal

Drupal's 'openness' stems from the fact that the software is Open Source; every line of code is freely shared. The Drupal's community's collaborative nature does more than just 'share code'. We share our ideas, failures, successes, and more. This collaboration leads to an incredible amount of flexibility. In the massive world of Content Management Systems, 'flexibility' is what makes Drupal stand apart from its competitors.

Most blog posts and promotional material about Drupal's flexibility reasonably omits the fact that Drupal has a steep learning curve. Developers new to Drupal struggle to understand entities, plugins, hooks, event subscribers, derivatives, and more until they have an ‘Aha’ moment where they realize how ridiculously flexible Drupal is.

The Webform module also has a steep learning curve

The Webform module's user experience focuses on making it easy for people to start building fairly robust forms quickly, including the ability to edit the YAML source behind a form. This gives users a starting point to understanding Drupal's render and form APIs. As soon as someone decides to peek at...Read More

Categories: Drupal

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