All RPGs and Storygames by Tod Foley are now available at DrivethruRPG and RPGnow. Bring these games to your table!
Adds the Mautic web statistics tracking system to your website.
Drupal wrapper for GoPay PHP SDK.
- set GoPay payment settings
- programatically create payment and render payment button
- you have to manually handle payment creation a processing GoPay response
composer require drupal/gopay
This installation automatically download GoPay PHP SDK.
If you install module manually you have to take care of GoPay PHP SDK.
There is no such thing as a Strict or Lax GM.
Whoa . . . before you jump to the comments section to yell at me, let me explain. The idea of a strict or a lax GM is an oversimplification. GMing is way more complicated than that. There are too many facets of GMing to simply have the needle buried in one direction or the other. Sure, someone can be more strict than lax, but the idea someone is strict in every way possible as a GM is a bit more unlikely. That said, there are still a few of you that want to hit the comments now, but let me crack this open and explain in some more detail.Previously on Panda’s Talking Games . . .
A few weeks ago on Panda’s Talking Games, Senda and I addressed this topic, and we got some requests on Twitter to put this into some kind of print form. So here we are. I am going to write out the crux of my argument here in this article, but if you want to hear this in some more depth, complete with outtakes, jump over to Misdirect Mark Productions and give us a listen.Strict vs. Lax
As I am wont to do, let’s set some definitions for this article.
- Strict – demanding that rules concerning behavior are obeyed and observed.
- Lax – not sufficiently strict, severe, or careful; relaxed.
Don’t jump to the comments section yet. Yes, I know that you must know someone that you would say is a strict or lax GM, but wait. Here is the rest of the argument:GMing Is Not A Skill
I know . . . it’s like I am trolling everyone with these headers. GMing is not a skill, it’s a bunch of skills. Somewhere I once said it was eight different skills, but honestly, I am not sure if that is true. It feels like it’s true, but it could be more. Regardless of its true number, GMing is a collection of skills that a GM performs during the course of running their game.
So a GM is not strict or lax, rather they are strict or lax in these different skills. Some GM’s may trend towards strict and others lax, but for most of us, it will be a mix.
For this article, and for the podcast episode, let’s focus on a handful of those skills, what they are and what strict and lax would look like.
- The mechanics of the game as written by the authors of the game.
- Strict: We do what is written in the rules, every time.
- Lax: The rules are a guideline that we can follow or not when needed.
- The place where the games take place: location, events, NPCs, etc.
- Strict: No. You can’t have that type of gun because it was not invented until 5 years after the time we are playing.
- Lax: Oh sure, your knight can have a katana . . . I mean a sword is a sword.
- The continuity of the story as it plays out at the table.
- Strict: No, no . . . it was the bartender, not the barmaid who threw you out. Come on . . . keep better notes.
- Lax: You sure Jonesy was dead? If he was, he’s not now. You just thought he was, but he’s here.
- The control you have over the table in terms of getting the game moving, keeping people focused, side chatter, etc.
- Strict: Everyone quiet, eyes forward, and pay attention – the game is about to start.
- Lax: Oh hey . . . hey . . . it’s your turn. Yeah, your turn – can you roll some dice for me?
It matters in two main ways: It influences you as a GM, and it influences what your players enjoy in a game.We will gravitate to games that accommodate our preferences, and we will run games in ways that suit our preferences.
Your GMing style is influenced by your strictness or laxness (Bob, is that even a word? – Yup! OML) in these areas. We will gravitate to games that accommodate our preferences, and we will run games in ways that suit our preferences. For example, I like to run games fairly strictly, but I also have limited time to read and learn games. The result is that I avoid crunchy games where I would have to work harder to keep all the rules in order, and play games with lighter rules that I can run with more control.
Your players have a preference for these areas as well. You may have a player that has a high amount of strictness for Setting, especially if you are playing Star Wars. On the other hand, you may be quite lax on setting, and not want to be penned in by canon. When you go to GM a Star Wars game, the player is agitated because you keep using non-canon information, while you are annoyed that you are constantly being corrected.
So understanding your preferences, and your players understanding theirs, can go a long way for figuring out what games to play, how to play them, and how your table should run.An Exercise
If you want to know your preferences, you can do this exercise with your gaming group. List the four GMing skills I mentioned above, and any other skills you may think of (by the way if you do think of some, put them in the comments). Then rate them on a scale of 1 to 10, with a one being totally lax and a 10 being totally strict. Now everyone rates these skills. When you are done, share your scores and discuss any large gaps.
My own scores for these are:
- Mechanical: 9 – I love running games as written.
- Setting: 5 – I am a bit lazy about being orthodox to canon.
- Story: 9 – I love a tight story without any logical gaps or plot holes.
- Table: 5 – I’m slow to start my sessions because I socialize a lot with my players.
The idea of strict or lax is an oversimplification. GMing is more complex than that, with many facets. In each of those facets, we can be strict or lax, and that is what makes our GMing style unique. There is value in understanding this both as a GM and as a player.
So take a look, score yourself, and if you are inclined, share your numbers with the rest of us.
If you’ve been wondering where I’ve been and why I haven’t been writing any articles lately, I am here to put your mind at ease: i’ve been working heavily on my first book about Drupal, called Drupal 8 Module Development. And I am happy to announce that it has finally been published and available for purchase.
Released by Packt Publishing, a leading publishing house for technical books in the Open Source world, my book is a comprehensive guide for developers new to Drupal 8. It aims to introduce you to module development starting from scratch but building up to complex functionalities. In doing so, you learn about all the fundamental subsystems and APIs available to work with in your Drupal module.
As you know, my website mainly focuses on Drupal knowledge via articles about tips and techniques, especially in Drupal 8 (most recently). So if you’ve been finding these helpful, I recommend checking out my book as it contains about 500 pages of great content aiming to help you ramp up your Drupal 8 module development skills. I appreciate each and every one who decides to give it a chance and I hope you find it as useful as I intended it to be.
Here is the list of chapters that will take you on the journey from starting a simple module to writing performant functionality using complex subsystems and APIs:
- Chapter 1, Developing for Drupal 8 , provides an introduction to module development in Drupal 8. In doing so, it introduces the reader to the various subsystems and outlines the requirements for running a Drupal 8 application.
- Chapter 2, Creating Your First Module , gets the ball rolling by creating the first Drupal 8 module of the book. Its main focus is to explore the most common things module developers need to know from the get-go.
- Chapter 3, Logging and Mailing , is about the tools available for doing something every web- based application does and/or should be doing, that is, sending emails and logging events.
- Chapter 4, Theming , presents the theme system from a module developer's perspective in Drupal 8.
- Chapter 5, Menus and Menu Links , explores the world of menus in Drupal 8 and shows how to programmatically create and work with menu links.
- Chapter 6, ata Modeling and Storage , looks at the various types of storage available in Drupal 8, from the state system to configuration and entities.￼
- Chapter 7, Your Own Custom Entity and Plugin Types , takes a hands-on approach creating a custom configuration and content entity type, as well as custom plugin type to wire up a practical functional example.
- Chapter 8, The Database API , presents the database abstraction layer and how we can work directly with data stored in custom tables.
- Chapter 9, Custom Fields , exemplifies the creation of the three plugins necessary for creating a custom field that can be used on a Drupal 8 content entity type.
- Chapter 10, Access Control , explores the world of access restrictions in Drupal 8, from roles and permissions to route and entity access checks.
- Chapter 11, Caching , looks at the various cache mechanisms available for module developers to improve the performance of their functionality.
- Chapter 13, Internationalization and Languages , deals with the practices Drupal 8 module developers need to observe in order to ensure that the application can be properly translated.
- Chapter 14, Batches, Queues, and Cron , explores the various ways module developers can structure their data processing tasks in a reliable way.
- Chapter 15, Views , looks at the various ways module developers can programmatically interact with Views and even expose their own data to them.
- Chapter 16, Working with Files and Images , explores the various file and image APIs that allow module developers to store, track, and manage files in Drupal 8.
- Chapter 17, Automated Testing , explores the various types of automated test module developers can write for their Drupal 8 applications to ensure stable and resilient code.
- Annex, Drupal 8 Security , recaps some of the main things module developers need to pay attention to for writing secure code in Drupal 8.
If you find something incorrect or out of place, please use the appropriate errata submission form mentioned in the book. And as always, feel free to drop comments below about the your thoughts on the book. Enjoy and thank you very much for purchasing my book!
This is part 4 of the Maestro for Drupal 8 blog series, defining and documenting the various aspects of the Maestro workflow engine. Please see Part 1 for information on Maestro's Templates and Tasks, Part 2 for the Maestro's workflow engine internals and Part 3 for information on how Maestro handles logical loopback scenarios.
This module helps you create all your field quickly from excel by exemple,
1/ select your entity, support User, node, taxonomy, field collection, paragraphs
2/ copy and paste your header (row or column)
3/ select module you want generate automatic (support search api, Views, feeds)
4/ select your type and widget
If you're making games that could conceivably be seen as "retro", you should know that Amazon has opened a new corner of its online storefront that's dedicated to selling such work: The Retro Zone. ...
In September, Freelock was recognized as a leading web development company in Seattle by Clutch. Not only were we thrilled to be featured in that report and ranked as one of the top three web developers in the area, but we are excited to share that as a result, Clutch interviewed us on our web development expertise.Drupal PlanetSecurityDrupalWordPressDrupal 8CMS
At GDC 2017 researcher Dana Ruggiero gives a talk (based on interviews with over 50 notable game makers, from Brenda Romero to Davey Wreden) on how game developers define success for themselves. ...
Image Field Repair is a module that repairs image fields that are touched by issue #2644468: Multiple image upload breaks image dimensions.
As you may know, Drupal 6 has reached End-of-Life (EOL) which means the Drupal Security Team is no longer doing Security Advisories or working on security patches for Drupal 6 core or contrib modules - but the Drupal 6 LTS vendors are and we're one of them!
Today, there is a Moderately Critical security release for the Autologout module to fix a Cross Site Scripting (XSS) vulnerability.
This module provides a site administrator the ability to log users out after a specified time of inactivity.
The module does not sufficiently filter user-supplied text that is shown when logging a user out. This vulnerability is mitigated by the fact that an attacker must have a role with the permission "administer autologout".
See the security advisory for Drupal 7 for more information.
Here you can download the Drupal 6 patch.
NOTE: This only affects the Autologout 6.x-4.x branch -- the 6.x-2.x branch (which we also support) isn't vulnerable.
If you have a Drupal 6 site using the Autologout module, we recommend you update immediately.
If you'd like all your Drupal 6 modules to receive security updates and have the fixes deployed the same day they're released, please check out our D6LTS plans.
Note: if you use the myDropWizard module (totally free!), you'll be alerted to these and any future security updates, and will be able to use drush to install them (even though they won't necessarily have a release on Drupal.org).
- A pop up with a sale countdown timer.
- Access to a section of the site where you can edit countdown timer.
- Preview the sale popup so that I can verify it all looks clean.
- Display the sale popup either in modal window, or at the top of the page
Adds an event subscriber to handle XSD validation exceptions from turnerlabs/validating-xml-encoder by outputting the error message in a comment at the top of the XML output.
PXE, sounds like pixie. Pixie dust. Sprinkle a pretty XSD error comment on your invalid dirty XML.
Commerce Guys: Commerce Braintree integration adds PayPal Express Checkout and PayPal Credit support
Drupal Commerce is more than just a module project. As I laid out in my session at DrupalCon Vienna, it is an entire ecosystem supported by dozens of agencies and powering well over $1.5bn in online transactions annually. This makes Drupal Commerce one of the largest open source eCommerce projects in the world, and it's thanks in no small part to our Technology Partners (comprised primarily of payment providers) that we are able to invest as much of our time in it as we do.
Braintree is one such partner and a fantastic supporter of Commerce 2.x since last Summer. During our sprint to release a beta at DrupalCon Dublin, they sponsored Bojan's time for two weeks to expand and improve the core Payment API.
As a result, they also became the first integrated payment gateway and the test case for any payment provider following their integration pattern - individual iframes embedded into the checkout form for each payment field, making it easy to securely collect payment card data through your own checkout form.
For the initial release of the Commerce Braintree integration on Drupal 8, we targeted basic credit card payment support via their Hosted Fields API. As of this week, we've finalized patches that add support for PayPal Express Checkout and PayPal Credit alongside credit card payment through Braintree. They are a PayPal company, after all!
Customers can pay via credit card on-site or Express Checkout via a modal dialog.
You can test the new features end to end by grabbing the latest release of the Commerce Braintree module and configuring it to work through the Braintree sandbox. If you get stuck, you can find us in the #commerce channel in the Drupal Slack or open an issue in the queue if that's not possible.
Thanks again to Braintree for their support and development sponsorship. If you'd like to learn more about how Technology Partners benefit our ecosystem, consider joining me and Commerce Braintree's D7 co-maintainer Andy Giles this weekend at DrupalCamp Atlanta (Nov. 3-4). I'll present a longer version of my DrupalCon session, Marketing and Selling the Drupal Commerce Ecosystem, and naturally I'll tap Andy to help me answer all your hardest questions. ; )