Newsfeeds

DrupalEasy: Using the Markup module to add content to your entity forms

Planet Drupal - 19 May 2018 - 5:11am

Have you ever been building a form and found yourself wishing that you could insert additional help text - or even other forms of content (images, video) inline with the form? While each field's "Description" field is useful, sometimes it isn't enough.

The Markup module solves this problem in an elegant way by providing a new "Markup" field type.

 

This field doesn't expose any input widgets to the end user, rather it just allows for site builders to add additional markup (content) to an entity form.

 

The markup isn't saved with the resulting entity - it's just there to provide additional information to the user filling out the form.

Granted, this has always been possible by writing a small custom module utilizing hook_form_alter(), but having it as a field type makes it much more convenient to use.

 

Categories: Drupal

Resources

New Drupal Modules - 19 May 2018 - 3:29am

All of the resources would be management by this module, distinct with different bundle to store any data.

Categories: Drupal

User plus

New Drupal Modules - 19 May 2018 - 2:28am

I found it was a named by userplus module for D7, but it had already none update code in last long time;

so I build a new module named by user_plus for my project in D8, and for all anyone who needs it, and it will update more often.

Categories: Drupal

Wyrd Previews Rail Gunner For The Other Side

Tabletop Gaming News - 18 May 2018 - 1:00pm
Sometimes, you just need a bigger gun. When that’s the case, you might want to call in a Rail Gunner. It’s what’s on preview today for Wyrd’s The Other Side. And lemme tell you, I don’t want to be on the wrong end of that thing when it goes off. From the post: Although not […]
Categories: Game Theory & Design

ESRB points devs toward IARC ratings as it looks to phase out short-form option

Social/Online Games - Gamasutra - 18 May 2018 - 12:14pm

The ESRB will stop offering its 'short form' ratings process in the future, though the organization notes that it has no "hard date" for when the option will be fully retired. ...

Categories: Game Theory & Design

From Beyond: First Strike Starfinder Adventure Up On Kickstarter

Tabletop Gaming News - 18 May 2018 - 12:00pm
Being a relatively new game on the block, there’s not a lot of extra resources out there for Starfinder GMs. Well, Angry Golem Games is looking to fix that. They are creating their From Beyond adventure path. The third installment, First Strike, is up on Kickstarter now. From the campaign: In this episode the PCs […]
Categories: Game Theory & Design

Ashday's Digital Ecosystem and Development Tips: 5 Reasons to Upgrade to Drupal 8 Today

Planet Drupal - 18 May 2018 - 11:57am

Drupal 8 has been available now for more than two years, but if your site is up and running on Drupal 6 or 7, you may be wondering… why should I upgrade? And why now?

Categories: Drupal

Friday Snippets

Tabletop Gaming News - 18 May 2018 - 11:00am
We’ve finally made it to Friday! I don’t know about you, but this was a really long week for me. Partially because I’ve been anxious to get back to playing D&D. Our second session will be tomorrow, and I can’t wait. Later today, I’m going to pick up snacks and whatnot for the game. But […]
Categories: Game Theory & Design

Tickets On Sale For PAX Unplugged

Tabletop Gaming News - 18 May 2018 - 10:00am
Who doesn’t love convention season? Nobody, that’s who. Getting to go and hang out with all your friends, all sharing together in the community of gaming. It’s glorious (even if it can be exhausting). As with everything, being prepared for a show is key. That’s why you need to plan early, like getting your tickets […]
Categories: Game Theory & Design

OPTASY: How to Integrate Alexa with Your Drupal 8 Website: A Step-by-Step Guide

Planet Drupal - 18 May 2018 - 9:05am
How to Integrate Alexa with Your Drupal 8 Website: A Step-by-Step Guide radu.simileanu Fri, 05/18/2018 - 16:05

Just imagine: a user asks Amazon Alexa to read out loud to him/her the headline of your latest blog post! Or maybe to look for a specific section on your Drupal site! Or, even better: quit imagining this and start implementing it instead! Right on your website. And here's how you integrate Alexa with your Drupal 8 website via the Alexa integration APIs.

A 7-step tutorial:
 

  • on how to get Alexa to “talk to” your site users/online customers
  • on turning your site's content into the needed “raw material” for setting up your custom Alexa skills
  • on how you can leverage Drupal 8's outstanding third-party integration capabilities to “fuel” your implementation plan with
     

So, here's how it's done: 
 

Categories: Drupal

Dog Might Games is Looking for Playtesters

Tabletop Gaming News - 18 May 2018 - 9:00am
Games don’t just form, fully-created from the minds of designers. They have to go through rigorous playtesting before they can make their way to your game tables. Dog Might Games is looking for players out there who will help them make sure that their games are all that they can be. Send in your application […]
Categories: Game Theory & Design

Zivtech: Drupal 8 Content Moderation Tips & Tricks

Planet Drupal - 18 May 2018 - 8:19am

The Content Moderation core module was marked stable in Drupal 8.5. Think of it like the contributed module Workbench Moderation in Drupal 7, but without all the Workbench editor Views that never seemed to completely make sense. The Drupal.org documentation gives a good overview.

Content Moderation requires the Workflows core module, allowing you to set up custom editorial workflows. I've been doing some work with this for a new site for a large organization, and have some tips and tricks.

Less Is More

Resist increases in roles, workflows, and workflow states and make sure they are justified by a business need. Stakeholders may ask for many roles and many workflow states without knowing the increased complexity and likelihood of editorial confusion that results.

If you create an editorial workflow that is too strict and complex, editors will tend to find ways to work around the  system. A good compromise is to ask that the team tries something simple first and adds complexity down the line if needed.

Try to use the same workflow on all content types if you can. It makes a much simpler mental model for everyone.

Transitions are Key

Transitions between workflow states will be what you assign as permissions to roles. Typically, you'll want to lock down who can publish content, allowing content contributors to create new drafts only.

Read more
Categories: Drupal

Drupal blog: Working toward a JavaScript-driven Drupal administration interface

Planet Drupal - 18 May 2018 - 8:18am

This blog has been re-posted and edited with permission from Dries Buytaert's blog. Please leave your comments on the original post.

As web applications have evolved from static pages to application-like experiences, end-users' expectations of websites have become increasingly demanding. JavaScript, partnered with effective user-experience design, enable the seamless, instantaneous interactions that users now expect.

The Drupal project anticipated this trend years ago and we have been investing heavily in making Drupal API-first ever since. As a result, more organizations are building decoupled applications served by Drupal. This approach allows organizations to use modern JavaScript frameworks, while still benefiting from Drupal's powerful content management capabilities, such as content modeling, content editing, content workflows, access rights and more.

While organizations use JavaScript frameworks to create visitor-facing experiences with Drupal as a backend, Drupal's own administration interface has not yet embraced a modern JavaScript framework. There is high demand for Drupal to provide a cutting-edge experience for its own users: the site's content creators and administrators.

At DrupalCon Vienna, we decided to start working on an alternative Drupal administrative UI using React. Sally Young, one of the initiative coordinators, recently posted a fantastic update on our progress since DrupalCon Vienna.

Next steps for Drupal's API-first and JavaScript work

While we made great progress improving Drupal's web services support and improving our JavaScript support, I wanted to use this blog post to compile an overview of some of our most important next steps:

1. Stabilize the JSON API module

JSON API is a widely-used specification for building web service APIs in JSON. We are working towards adding JSON API to Drupal core as it makes it easier for JavaScript developers to access the content and configuration managed in Drupal. There is a central plan issue that lists all of the blockers for getting JSON API into core (comprehensive test coverage, specification compliance, and more). We're working hard to get all of them out of the way!

2. Improve our JavaScript testing infrastructure

Drupal's testing infrastructure is excellent for testing PHP code, but until now, it was not optimized for testing JavaScript code. As we expect the amount of JavaScript code in Drupal's administrative interface to dramatically increase in the years to come, we have been working on improving our JavaScript testing infrastructure using Headless Chrome and Nightwatch.js. Nightwatch.js has already been committed for inclusion in Drupal 8.6, however some additional work remains to create a robust JavaScript-to-Drupal bridge. Completing this work is essential to ensure we do not introduce regressions, as we proceed with the other items in our roadmap.

3. Create designs for a React-based administration UI

Having a JavaScript-based UI also allows us to rethink how we can improve Drupal's administration experience. For example, Drupal's current content modeling UI requires a lot of clicking, saving and reloading. By using React, we can reimagine our user experience to be more application-like, intuitive and faster to use. We still need a lot of help to design and test different parts of the Drupal administration UI.

4. Allow contributed modules to use React or Twig

We want to enable modules to provide either a React-powered administration UI or a traditional Twig-based administration UI. We are working on an architecture that can support both at the same time. This will allow us to introduce JavaScript-based UIs incrementally instead of enforcing a massive paradigm shift all at once. It will also provide some level of optionality for modules that want to opt-out from supporting the new administration UI.

5. Implement missing web service APIs

While we have been working for years to add web service APIs to many parts of Drupal, not all of Drupal has web services support yet. For our React-based administration UI prototype we decided to implement a new permission screen (i.e. https://example.com/admin/people/permissions). We learned that Drupal lacked the necessary web service APIs to retrieve a list of all available permissions in the system. This led us to create a support module that provides such an API. This support module is a temporary solution that helped us make progress on our prototype; the goal is to integrate these APIs into core itself. If you want to contribute to Drupal, creating web service APIs for various Drupal subsystems might be a great way to get involved.

6. Make the React UI extensible and configurable

One of the benefits of Drupal's current administration UI is that it can be configured (e.g. you can modify the content listing because it has been built using the Views module) and extended by contributed modules (e.g. the Address module adds a UI that is optimized for editing address information). We want to make sure that in the new React UI we keep enough flexibility for site builders to customize the administrative UI.

All decoupled builds benefit

All decoupled applications will benefit from the six steps above; they're important for building a fully-decoupled administration UI, and for building visitor-facing decoupled applications.

Useful for decoupling of visitor-facing front-ends Useful for decoupling of the administration backend 1. Stabilize the JSON API module ✔ ✔ 2. Improve our JavaScript testing infrastructure ✔ ✔ 3. Create designs for a React-based administration UI ✔ 4. Allow contributed modules to use React or Twig ✔ ✔ 5. Implement missing web service APIs ✔ ✔ 6. Make the React UI extensible and configurable ✔ Conclusion

Over the past three years we've been making steady progress to move Drupal to a more API-first and JavaScript centric world. It's important work given a variety of market trends in our industry. While we have made excellent progress, there are more challenges to be solved. We hope you like our next steps, and we welcome you to get involved with them. Thank you to everyone who has contributed so far!

Special thanks to Matt Grill and Lauri Eskola for co-authoring this blog post and to Wim Leers, Gabe Sullice, Angela Byron, and Preston So for their feedback during the writing process.

Categories: Drupal

Spark Now Available For Punkapocalyptic

Tabletop Gaming News - 18 May 2018 - 8:00am
It’s always nice when you can look at a Kickstarter campaign and see that it’s been fully resolved. As you know, for me, that really happens when everything is available to the public. In this case, that means the Punkapocalyptic Kickstarter is now fully resolved, as the final piece from it, Spark, is now available […]
Categories: Game Theory & Design

mark.ie: My Approach to PatternLab?

Planet Drupal - 18 May 2018 - 7:43am
My Approach to PatternLab?

I'm sometimes asked for an overview of my general approach to PatternLab. Simple: put everything for each component in the same directory!

markconroy Fri, 05/18/2018 - 15:43

When working with PatternLab, which I use for all my Drupal themes, including the theme for this website, I don’t use the full atomic approach. I don't use the approach of atoms > molecules > organisms > etc. I’m sure many people seriously disagree with me for that ( I do think it's a very clever concept). Instead I’ve renamed things to match the language we use with our clients.

I tried talking about atoms and molecules to some clients and their eyes glazed over. Clients do not want a science lesson. They do not want to be told that we are going to take two of these atoms, and mix them with one of these atom, and eventually we'll have water. No, they want to know what their final website is going to look like. When I changed the conversation and started talking about ‘Building Blocks’ (what we call our Drupal paragraph types), site blocks (Drupal's search block, branding block), display types (Drupal's view modes such as teaser, search result), etc, they immediately understood. Then we started hearing things like, "Oh, so we can create a page by adding a number of different building blocks?" and "I see, so the search results page is made up of a group of pages using the 'Search Result' display type?". And my response, "Yes!". You see, we are using plain English to ease with understanding.

Another aspect of my approach that I really like is that _everything_ for each of my components is within the same directory. For example, if it’s a nested paragraph component such as an accordion (so we need a paragraph type called 'Accordion' and one called 'Accordion Item') each template and css and js and readme and json and yaml is all in the same folder. That means when I want to reuse one in another project, I don’t need to remember what sub-particles (atoms/molecules) are used to create the organism. It also means my CSS is scoped to that specific component and doesn’t bleed out of it, so making changes or adding new features is very easy, you just scope the new component's CSS to it, so it won't affect other previously-created components.

Now the top bar of my PatternLab that used to say Atoms | Molecules | Organisms, etc has tabs for:

  • Base
    • Colours
    • Spacing
    • Breakpoints
  • Basic Elements
    • Headings
    • Paragraphs
    • Lists
  • Site Blocks (Drupal Blocks)
    • Search Block
    • Login Block
    • Branding Block
  • Building Blocks (Paragraph Types)
    • Accordion
    • Image with Text
    • Video
  • Content
    • Display Types (View Modes)
      • Teaser
      • Card
      • Search Result
    • Lists (Views)
      • Blog
      • Search Results
    • Content Types
      • Basic Page
      • Blog
      • Event
  • Page Sections (Regions)
    • Header
    • Footer
    • Sidebar
  • Sample Pages
    • Homepage
    • Blog Listing Page
    • Blog Node

After that, I have Backstop.js set up to regression test all of these, so each time I create a new component I can quickly run the visual regression tests and check that nothing has broken. Since all my CSS/JS is scoped to each individual component, it's rare if something is.

Categories: Drupal

Million Dollars, But… The Game Coming From Cryptozoic and Rooster Teeth

Tabletop Gaming News - 18 May 2018 - 7:00am
If I had a million dollars we wouldn’t have to walk to the store. If I had a million dollars we’d take a limousine ’cause it costs more. If I had a million dollars we wouldn’t have to eat Kraft dinner. Though saying what you’d do if you had a million dollars is jumping the […]
Categories: Game Theory & Design

Specbee: 5 Reasons Why Media Industry is Choosing Drupal CMS Over Other Platforms in 2018

Planet Drupal - 18 May 2018 - 6:24am
The high demand for creating a seamless digital experience across numerous devices and channels has challenged the classic approach of the media industry. The changing technology landscape and the business models have forced the companies to think out-of-the-box to drive customer interaction and avoid competitive differentiation to catch up with them.
Categories: Drupal

Gnome Stew Notables – Alex Roberts

Gnome Stew - 18 May 2018 - 6:15am

Welcome to the second installment of our Gnome Spotlight: Notables series. The notables series is a look at game developers in the gaming industry doing good work. The series will focus on female game creators and game creators of color primarily, and each entry will be a short bio and interview. We’ve currently got a group of authors and guest authors interviewing game creators and hope to bring you many more entries in the series as it continues on. If you’ve got a suggestion for someone we should be doing a notables article on, or want to do an interview with someone send us a note at headgnome@gnomestew.com. – Head Gnome John

Meet Alex

Alex

Alex Roberts is a writer, designer, journalist, and roleplayer of boundless enthusiasm. She wants roleplaying to be a site of interior exploration, transformation, and healing. When not hosting her acclaimed interview show 

  • Talking With Alex 1) Tell us a little bit about yourself and your work.  Big question! All right, here’s my deal. I’m bright and enthusiastic, and I have a podcast called Backstory where I interview fascinating folks in roleplaying. It’s thoughtful and gentle and even people who don’t like podcasts like it. I write fun stuff for other people’s games, like Sig, Dialect, Threadbare, and Misspent Youth: Sell Out With Me. I do production support and project management and marketing stuff for game publishers; right now with Bully Pulpit Games. And, of course, I make my own dang games! My first was HUGPUNX LIVE, for Pelgrane’s #Feminism supplement. I’m semi-secretly working on a little card-based thing right now. And of course there’s Star Crossed, the two-player RPG of forbidden love, which will be on Kickstarter April 10th – May 10th! That game has been in progress for years and I am losing my mind over how great it’s going to be.
      You’ve probably heard me on podcasts or at cons talking about two player games, or romance and sexuality in game design. These are some of my favourite topics!

    Backstory Podcast

    2) What project are you most proud of?

    It’s hard to pick just one! I do feel a certain special love for my first RPG writing credit, in Sig: the City Between. I had no idea what I was doing; Crystalia just kind of emerged from me. Sig is planar fantasy, and I was moved to write about a beautiful, perfect world of vibrations and lights in glorious pastels. Beings grow in caves and emerge fully formed, and where things are easily broken and impossible to repair. Without my intention, it came to represent this overwhelming fear of making mistakes, of imperfections, of asking for help or accepting nurturing. I still get into that headspace sometimes but I’m at least better at recognizing it, since writing it out as something external to me. I’ll think to myself: whoops, I’m in Crystalia again. Better turn around.

    3) What themes do you like to emphasize in your game work? Queerness, obviously, but also the excruciating joy of being alive. 4) What mechanics do you like best in games?

    I like when a game system perfectly matches the real, felt, lived experience of something in the world. Sometimes a game mechanic makes apparent something you only sensed before, but couldn’t express. You point to it and go, “yes! That’s how it is!” Not an external realism, but an internal resonance.

    5) How would you describe your game design style?

    Intuitive. I am making games to feel my way through what the heck is going on. With me, with the world. Star Crossed is not just about Attraction and Relationships, it’s me making meaning of my experiences of attraction and relationships, and trying to make them into a system that I can comprehend (if not master.) Even “comprehend” is a bit too intellectual, actually. Maybe a word like “integrate” is a bit closer. Really, by making a game I’m going, okay, this is how attraction works, it’s sorta like this, a thing I can see the whole of, and live with. Star Crossed is my little diorama of attraction, with moving parts.

    6) How does gender/queerness fit into your games?

    I like when my work is very obviously feminine even though I find femininity hard to define. I guess, again, I must prefer to make stuff to understand rather than express. More likely I’m doing both. If pressed I would say that all my games, even when I was working digitally, put harmony, creativity, and grace at the forefront. And of course my games are going to be queer because that’s where I’m coming from. I could never make a game where relationships have a pre-determined path forward which is generally agreed upon by not only the people in it but also their broader community and culture. I’ll keep letting you get into messy, baffling, ecstatically exciting but fraught relationships instead.

    7) How do you make sexy games fun?

    Star Crossed

    Sex is already absolutely ludicrous. And I think sex is one of most adults’ few opportunities to be playful. So, let’s just acknowledge that and make a game where you can tell ridiculous, sexy stories. It’s so much easier than people seem to think. I get the fear around making anything about sex (even in this answer I’m resisting the urge to say something like “Star Crossed doesn’t just tell sexy stories!” which is true but irrelevant) because we’re taught that whole area of life is inherently dangerous. Reflecting the reality of sexuality – that it is honestly just the most ridiculous and interesting thing – is better than trying to deliberately frame it any particular way.

    8) How did you get into games? Like everyone else, I played all the time as a kid. I was just lucky enough to keep doing it. After absorbing the cultural concept of “Dungeons and Dragons” I ran what were essentially ongoing fantasy storytelling sessions, with no rules except total DM fiat, in various treehouses and backyards and slumber parties, until I was a teen and I made friends with some boys who had the actual books and knew the actual rules. It took me a couple of years of trying to get into that to get bored and decide I didn’t like RPGs after all! Then I met a friend who showed me The Burning Wheel. And then organized a game of Fiasco. And then gave me his copy of Kagematsu and asked me to GM it. The rest is history. Thanks, Patrick! 9) What one thing would you change in gaming?

    I would like to have a sophisticated culture of critique. “There’s no wrong way to have fun!” is an attempt at kindness, of course. I get that it’s a fallback to avoid a recurring set of self-fuelling arguments. Unfortunately, there are lots of ways to have fun that hurt other people. I’ve seen play used to bully, and game systems that reinforce and re-create much broader systems of harm. Being able to precisely and compassionately critique different games might help us build more fun, innovative, groundbreaking work while also helping us avoid some of those problems.

    10) What are you working on now?

    I have a little game about a queen’s retinue that I’m specifically cultivating for first-time roleplayers, and it turns out long-time roleplayers have been enjoying it too. It’s been fun so far! It’s been a lifeline of creativity while pushing Star Crossed past the finish line. Those are two different kinds of satisfying that fuel each other.

    Thanks for joining us for this entry in the notables series.  You can find more in the series here:
    and please feel free to drop us any suggestions for people we should interview at headgnome@gnomestew.com.
  • Categories: Game Theory & Design

    Paragraphs Horizontal Rule

    New Drupal Modules - 18 May 2018 - 6:08am

    A simple paragraph type that allows the user to insert a horizontal rule <hr> into the page.

    By default there are two possible horizontal rule 'types' (CSS classes) that can be applied to the paragraph.

    • Thin (hr--thin)
    • Thick (hr--thick)

    These values can be altered via the hook_paragraphs_hr_allowed_values_alter function.

    e.g.

    Categories: Drupal

    Wyrd Seeing Freelance Writer

    Tabletop Gaming News - 18 May 2018 - 6:00am
    I am not good at writing stories. Well, I mean, I can write news stories semi-ok, and articles about games, but when it comes to an actual story, I’m not so hot. But if you are, and you’d like to write for Wyrd, they’re seeking a new Freelance Writer to join their team. From the […]
    Categories: Game Theory & Design

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