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BNL e-POSitivity Payment Gateways

New Drupal Modules - 4 June 2019 - 11:36am
About this Module

Epositivity is a module that allows payments to be made through the BNL e-POSitivity gateway.

From any webform it is possible to redirect the user to the payment gateway.

Categories: Drupal

CSS Container

New Drupal Modules - 4 June 2019 - 9:25am

This project was built simply to make it easier to apply css container to each page

I didn't see a way to do this yet so I built it really quick

for example

if the path is the front page it would add the css class "URL_node" to the body classes

if the path was "/contactUs/at/this/place" it would add the path "URL_contactUs_at_this_place"

There is no configuration
Just enable and it exists

Categories: Drupal

Phase2: The Last Great Migration: Why Drupal 8 is in a Class of Its Own

Planet Drupal - 4 June 2019 - 8:45am

Historically, migrating your content management system (CMS) or content platform from one major version of Drupal to the next was nothing short of a Herculean task.

Every new version of Drupal meant rebuilding existing functionality, converting (or migrating) your content, and accepting significant changes along the way. Because of this, it’s become commonplace to see stakeholders want to leapfrog Drupal versions (e.g., 5 to 7, or 6 to 8), to extend the life of both their old and new platforms for as long as possible for the least amount of transitional pain.

Categories: Drupal

Hook 42: Switching Themes For Progressive Enhancements

Planet Drupal - 4 June 2019 - 8:40am
Switching Themes For Progressive Enhancements Adam Bergstein Tue, 06/04/2019 - 15:40
Categories: Drupal

Palantir: Learning Design Thinking by Doing: How to Craft a Design Workshop

Planet Drupal - 4 June 2019 - 8:39am
Learning Design Thinking by Doing: How to Craft a Design Workshop Monday, June 17, 2019 brandt Tue, 06/04/2019 - 10:39 WeWork, 111 W Illinois Street, Chicago, IL Chicago IA/UX Meetup (official site)

Facilitating design workshops with key stakeholders allows them to have insight into the process of "how the sausage is made" and provides the product team buy-in from the get-go.

Join Palantir's Director of UX Operations, Lesley Guthrie, for a session on design workshops. She'll go over:

  • How to choose the right exercises 
  • How to play to the team skill sets
  • Ways to adjust the workshop to fit the needs of the project 

You'll learn how to sell it the idea of the design workshop to stakeholders and collaborate with them on a solution that can be tested and validated with real users.

Tue, 06/04/2019 - 12:00
Categories: Drupal

Marketing an upcoming Steam game - by Burak Tezateser

Gamasutra.com Blogs - 4 June 2019 - 7:39am
This is a collection of guidelines for building a marketing plan of upcoming Steam Games. I am not an expert on this area but I gathered some resources to guide myself and others about the topic.
Categories: Game Theory & Design

7 Key Steps in Game Development - by Daniel Jones

Gamasutra.com Blogs - 4 June 2019 - 7:38am
Game Development is a bigger task than ever these days. It is easy to see the phrase development hell and wonder how studios get themselves into such difficulties. A Quick look at the long drawn out process of game development illustrates this.
Categories: Game Theory & Design

Is there life after Fortnite? An emerging trend in game design brings novelty - by Pascal Luban

Gamasutra.com Blogs - 4 June 2019 - 7:36am
While the game industry is swamped by the battle royale tsunami and its exacerbated individualism, a game genre is slowly emerging: Cooperative games where players should not compete but must cooperate to win.
Categories: Game Theory & Design

Extended Fiction in Game Design: Life is Strange and Hellblade: Senua's Sacrifice - by Austin Anderson

Gamasutra.com Blogs - 4 June 2019 - 7:33am
Part of my series of blog posts containing sections from my honors thesis on extended fiction in game design, this section discusses ludoethical tension and how it's used as extended fiction in Life is Strange and Hellblade: Senua's Sacrifice
Categories: Game Theory & Design

Admiring the Game Design in Hyper-Casual Games - by Chirag Chopra

Gamasutra.com Blogs - 4 June 2019 - 7:32am
Game Designers - here's what you can (probably) learn from hyper-casual games, no matter how much you hate seeing them on App Stores.
Categories: Game Theory & Design

From simplicity to complexity and back again: The design and development of Rogess - by Pippin Barr

Gamasutra.com Blogs - 4 June 2019 - 7:28am
A detailed reflection on the design and development of Rogess by Pippin Barr and Jonathan Lessard using references to its source code, development history, and the developers's email correspondence.
Categories: Game Theory & Design

A Chronicle of Story Games: Part I - by Junxue Li

Gamasutra.com Blogs - 4 June 2019 - 7:26am
In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production aspect.
Categories: Game Theory & Design

From MVC to DDD - by Jane Sefc

Gamasutra.com Blogs - 4 June 2019 - 7:24am
After six years of working in MVC, I moved to DDD. I really thought it would be simple. I have to admit I was wrong.
Categories: Game Theory & Design

Building a Pirate's Paradise: The AI of Sea of Thieves (Part 1) - by Tommy Thompson

Gamasutra.com Blogs - 4 June 2019 - 7:23am
In this first of a four-part series, I explore the numerous AI systems running under the hood of Rare's online pirate adventure game and the work required to maintain the experience for players across the Sea of Thieves.
Categories: Game Theory & Design

Admin Toolbar Language Switcher

New Drupal Modules - 4 June 2019 - 7:08am

Add the Toolbar Language Switcher to administration toolbar of the project.
This is helpful to easily visualize the current page language context and the handy navigation to change it.

Categories: Drupal

From the Mouth of Babes

New RPG Product Reviews - 4 June 2019 - 6:31am
Publisher: Aegis Studios
Rating: 5
There's the standard thumbnail background of the *Odysseys and Overlords* setting and notes about suitable rules (handy if you've just picked this up without reading anything else in this game line), then we're off with the background to the adventure itself. It seems a bunch of goblins has been hanging out on the edge of an area of wilderness hoping to pick off adventurers going there to explore (or even better, coming back with their loot!) but a leadership dispute led to the loss of a magic dagger... which fell into their watersource, with dire results.

The party first find out about all this when they, like any adventurers worthy of the name, head into the wilderness - or snap up one of the plot hooks provided - and are accosted by a couple of hungry, grubby goblin youngsters who ask for help. This encounter should prove entertaining. Provision is made for it taking place either in the day or during the night, and there's plenty of detail to help you role-play it to the hilt.

Hopefully, with an optional encounter on the way, the party with the youngsters guiding them should arrive at the goblin lair. It's even smellier than the words 'goblin lair' suggest, for reasons that should become apparent as the delve into its depths proceeds. Everything is laid out clearly, with ample description, stat blocks/hit point check boxes for all encounters and other game mechanical information as necessary.

As with the young goblins in the opening encounter, it pays to try talking with at least some of the inhabitants of the lair, for if the party does so, they will be able to piece together what has been going on, as well as undertake the expected exploration, killing and looting. Whatever the party decides to do about the goblins, there are other monsters to slay and loot to be had.

Everything is left quite open ended. The party might help the goblins and continue exploring the wilderness, or they might - especially if you used one of the plot hooks provided - want to go back to town. There are suggestions for some further adventures and a welcome selection of 'story-based' XP awards that you can make based on the party's actions. There are a couple of new items and a new monster, and maps for both players and the GM.

Whilst OSR in essence, this has a welcome range of options for interaction and role-play, and is well-resourced to enable you to cope with just about anything your players might decide to do.
Categories: Game Theory & Design

Overview Builder

New Drupal Modules - 4 June 2019 - 4:04am

The overview builder is a developer module that adds a new plugin type
"overview_builder" that allows to create custom overviews with pagination
and filters. This module can be used when you prefer to build your overviews
in code instead of configuring like the "Views" module. Also when you need more
flexibility than Views this module might suit your needs.

Categories: Drupal

Freelock : Is your host a single point of failure?

Planet Drupal - 3 June 2019 - 3:45pm
Is your host a single point of failure? John Locke Mon, 06/03/2019 - 15:45

Just ran across a sad story where Digital Ocean is accused of killing a startup:

Disaster Recovery Drupal Planet Risk
Categories: Drupal

Promet Source: Web Accessibility Solutions or Whack-a-Mole

Planet Drupal - 3 June 2019 - 1:44pm
Smart business decisions tend to be equated with cutting costs and saving money.   Over the past decade or so, “Better! Faster! Cheaper!” has become the rallying cry for business process reengineering and new initiatives within every sector. As a developer and former business owner, I get this. Efficiency is essential.  
Categories: Drupal

Video: Building interactive worlds the Walt Disney Imagineering way

Social/Online Games - Gamasutra - 3 June 2019 - 12:40pm

In this 2019 GDC talk, Walt Disney Imagineering's Brent D. Strong and Sara Thacher talk about the opportunities and challenges of building physical, interactive worlds! ...

Categories: Game Theory & Design

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