What makes video game development different? - by tushar grover Blogs - 25 April 2018 - 6:48am
here we discuss how video game development is a different ball game in itself and what factors make it different from normal application programming for developers to understand weather game development is for them for not.
Categories: Game Theory & Design Showing Fields in a Referenced Node Depending on the Value of a Boolean in a Paragraph Bundle

Planet Drupal - 25 April 2018 - 6:18am
Showing Fields in a Referenced Node Depending on the Value of a Boolean in a Paragraph Bundle

Mission: you have 2 fields in a Drupal paragraph bundle, one a node reference field and one a boolean field. Show certain fields in the referenced node depending on the value of the boolean field.

markconroy Wed, 04/25/2018 - 14:18

That's a question that popped up today in the DrupalTwig Slack. Here's my response, which I implemented a version of recently.  (In that particular case, we had an 'Event' content type with fields for 'address', 'phone number', etc and also a reference field for 'Amenity'. If the fields were filled in in the event content type, they were to be presented, but if they were left blank on the event content type, we had to pull in the corresponding fields for address, phone number, etc from the referenced amenity.) Anyway, my response:

{# Check the value of the boolean field #}
{% if paragraph.field_boolean.value === 'on' %}
  {# Just render the title of the referenced node #}
  {{ paragraph.field_reference.0.entity.label }}

{% else %}
  {# Render the title and the image field #}
  {{ paragraph.field_reference.0.entity.label }}
{% endif %}

{# Ensure that the cache contexts can bubble up by rendering the {{ content }} variable #}
{{ content|without('field_boolean', 'field_reference') }}

Just for clarity - variables in that code snippet are simply made up off the top of my head (this is what happens when answering questions on Slack). I'm sure I have things slightly wrong and you'll need to play with them to get them to work correctly.

Also, the reason for the cache contexts bit? Say thanks to Lee Rowlands from Previous Next for his blog post Ensuring Drupal 8 Block Cache Tags bubble up to the Page

Categories: Drupal

Fantasy Flight Previews Saw’s Renegades Expansion For X-Wing

Tabletop Gaming News - 25 April 2018 - 6:00am
The Rebels are on their way to getting two new ships for the X-Wing Miniatures Game. In this case, it’s some more refits and repaints in the form of a new X-Wing and a U-Wing. Hey, when it’s in the name of your game, you should expect to have a lot of that type of […]
Categories: Game Theory & Design

Specbee: Drupal 8.5.0 - What Is New And What To Expect!

Planet Drupal - 25 April 2018 - 5:56am

The latest version of Drupal was released with a bunch of bug fixes and some amazing new features to help your business grow. Discover what Drupal 8.5.0 means to your business and learn the advantages it holds in Drupal web development.

Categories: Drupal

Entity Parser

New Drupal Modules - 25 April 2018 - 5:45am

It convert Entity (Node,Taxonomy term and User) object complex structure to Simple Array or a Custom Type such as JSON format . This module can support paragraphs fields type type field and it is extensible to another Type Fields . This module use hook method to changed field ouput, it can be hook by type field, by name of field and by alias .

How to implement in your drupal project
- Create a Class for example EntityParserDemo.php extend Drupal\entity_parser\EntityParser

Categories: Drupal

Review: FAITH Sci-Fi RPG

Gnome Stew - 25 April 2018 - 5:00am

I’m stepping into Jared’s shoes as the “review gnome” for the day and doing my own style of dance. You’ll learn very quickly that his style of reviewing and mine are quite a bit different. I am, by no means, saying my method is better. It’s just a different approach at accomplishing the same goal. I hope you get something out of this review.

Today, I’m presenting to you an RPG called: FAITH, The Sci-Fi RPG.

Just the Facts

Title: FAITH, The Sci-Fi RPG

Producers: Jon Egia and Helio de Grado

Publisher: Burning Games

Price Point: €49.95

Find out more from Burning Games!

FAITH is a science fiction roleplaying game of epic adventures, where starfaring alien civilizations race to explore a dangerous, unknown universe; while the Gods compete for followers; and the Ravager threaten civilization as a whole.

It takes place in a far-future version of our universe, where sentient computers and space travel are a reality, and daring explorers carry high-powered plasma cannons and have their brains linked to formidable hacking devices.

Cover Art

Score: 4 out of 5

My immediate thoughts on the cover art was that it definitely captured the feel of a cyberpunk game, but not necessarily one of a generic sci-fi game, which is what the title implies. The artwork is evocative, and beautiful to look at. The background cityscape behind the people on the hovercycle is stunning, rich, detailed, and evokes the feel of Blade Runner 2049 or Altered Carbon.

Once I dove into the meat of the book, I reflected back on the cover art and found the inclusion of bio upgrades and tech upgrades to be inclusive in the ideals represented in the cover art. The interior artwork (more on that later) also reflects this style of focus on the characters and their upgrades and abilities.

The book does make quite a big deal about starfaring and traveling the stars, and I felt like the book’s cover could have reflected this in some manner. Perhaps a starport instead of a city as the backdrop for the high action scene captured in on the cover? That’s really my only suggestion on this front.


Score: 5 out of 5

The randomization mechanic in FAITH is based on cards. I always get a little nervous with card mechanics because of the age-old habits of rolling dice. However, I do my best to set that aside and press into the card mechanic systems with an open mind. I’m glad I did in this case.

There are several different approaches to the deck of cards. There can be a shared deck (for small groups), a deck shared by the players and another for the GM, or one deck per person (for larger groups or longer campaigns). While there is a custom deck of cards that can be ordered from Burning Games, they were thoughtful enough to allow the rules to work with a standard poker deck (including the Jokers, which is so much fun!)

Everyone starts a scene with seven cards in hand (eight for humans) and then plays, discards, and draws as needed or as triggered throughout the scene. Players aren’t allowed to share/show their hands to the other players, but they can give hints as to how confident they feel about their chances to be productive during the scene. Because there are options in hand on which card to play in a situation, the players get additional control of the potential outcome of their characters’ actions. This narrative-building element really pleases me. It’s not as harsh as rolling a single die and hoping the number is high enough to accomplish something. However, using a high card up front may gain some benefit, but will reduce the PCs odds of offsetting something else that happens later in the scene. Also, since the cards refresh at the end of each scene, the GM can adjust the difficulty of a single encounter by making scenes really short or really long. Longer scenes will have a higher difficulty because the number of cards the PCs get doesn’t increase.

Overall, the game mechanic feels balanced and plays smoothly to me. The main issue is with analysis paralysis that some players can come into. This is where the GM needs to step in and encourage those types of players to think ahead or speed things up a bit.


Score: 3 out of 5

Honestly, I feel there is too much world-building and backstory here. The book itself is 433 pages long, but the first 311 are dedicated to races, organizations, history, and building up the general sense and theme of where the characters are going to be living. I’ll admit that while reading the entire book (cover to cover!) that I started unconsciously skimming through some of the backstory. I love the parts about the races themselves, the organizations, and the subtle interactions between all of this, but the bits about culture, history, foreign affairs, and similar items didn’t feel like they were necessary in a core book. The parts I didn’t skim past were well-written, but I didn’t feel like they were needed. I could see most of this information coming in low-cost splatbooks or expansions that support FAITH.

If 300+ pages of “backstory” feels daunting to you, don’t worry. You don’t need to know or memorize or even skim through most of what is provided. Sure, if you want to go “100% canon” with the game’s pre-set universe, have at it. There are purists out there like that. I’m not like that (even with canon for things like Star Wars or Firefly), so I’m more than willing to take the general concepts provided, the rules as written, and start engaging my players in telling our stories using this framework.

The prose portions of things that were embedded in the “core rules,” “character,” and “vehicles” sections were spot on, though. They did their job of shining a light on things in the right moment and setting the feel and tone of the game.


Score: 5 out of 5

Layout is very important to me. Not only should the content make sense and be engaging, but it also needs to be accessible. Weird, stylized fonts that are hard to read make for a pretty book, but a horrible reference. This is why I evaluate the layout as well as everything else.

In this case, the use of a sans serif font as a universal in the book took a few minutes (no more) of getting used to, but it did put me in the mood that I was bringing good sci-fi fun into my brain as I read the words.

The typical “long list of mods/equipment/supplies” found in most sci-fi games is completely absent here. Don’t get me wrong. The information is there, but the boring lists have been replaced by great thumbnail artwork, easy-to-read stats, great flavor text, and excellent presentation.

Overall, the book is easy to read and ingest the material presented. My only complaint is the fact that the page numbers are on the outer, middle edges of the pages instead of on the outer corners of the pages. I had been flipping through the book at least 5 minutes before I found where the page numbers were located. Again, this is my “reader expectation” and not necessarily a horrible thing. All-in-all, the location of the page numbers is fine, so I’m not even going to ding them a point here. On the upside, the page numbers are surrounded by a colored background which “bleeds” into the edge of the page, so you can (by color code) easily find the section of the book you’re looking for. Big points for doing this. Perhaps this is why the page numbers are where they are?

Interior Art

Score: 5 out of 5

The interior art really captures the feel, themes, and ideals behind the game itself. It supports the mood where necessary and sets the mood in other places. I’m incredibly pleased with the artwork for the character races and equipment as well.

In addition to supporting the RPG, the artwork is highly consistent, and the art direction is superb. I can sense the level of effort that went into this aspect of the book’s creation.

Bonus Points

Score: 4 out of 5

One thing I haven’t mentioned yet is the fact that there are religions and faiths heavily involved in the game. This is fairly rare for an RPG based in the sci-fi genre. The good thing about the implementation of gods in FAITH doesn’t feel “bolted on.” It’s a natural part of the game and incorporates well with other aspects of the game. Not many people could pull off religion+technology+starfaring+mechanics+races and have it work well. Burning Games did just this. Big bonus points for doing this.

Overall Score: 26 out of 25

Whoa! Wait? How can a game get “26 out of 25” possible points? I don’t count the Bonus Points as part of the maximum. They’re bonus after all. These are like the “extra credit questions” on an exam in school. Being able to exceed the “maximum” of 25 is entirely possible in my review system, and when a game or product manages to do this, it’s definitely something to keep an eye on.

Overall Thoughts

This game gives me the feel of wild and crazy adventures set in a fast-paced universe which brings joy to my heart. There’s also plenty of “weird” going on here, and this gives the game its own unique flavor. I’ve said this before about their starter set, and I’ll say it about the full game as well: If you like Firefly with some weird thrown into the mix, you’ll like this game.

If you’re doubtful about the card mechanic, I can say this one hits the right mix of random, player control, highs, and lows to allow a great sci-fi story to be told. Give it a try and see what you think.

SPECIAL NOTE: I was given a copy of the game by Burning Games for the purposes of this review. They did not pay me for the review (I wouldn’t do that!), and I’ve made no personal gains from doing this review. I simply wanted to do it for Burning Games since they asked so nicely, and to get the good word out about a good game.

Bonus Content: Tiantang

Burning Games also sent me a setting book for Tiantang, which is the campaign sourcebook for the dyson ring capital of the Corvosphere. I’m not going to dive deep into a review on this book, but it really amped up my excitement for running this game. While I dinged the core book for “too much backstory,” this 104-page volume had just the right amount. The book contained information about a handful of different sectors and the people/organizations found within. It also included a sweet little adventure called, “Secret of the Yinshen Shi,” as well as gobs of NPCs and some additional gear.

Did I mention the fold out poster? That’s right! A poster of a space station with a cross-section cut out (yes, they have the physics right and “down” is really “toward the outer edge of the rotating ring”) along with a large spacecraft with a cross-section cut out to reveal the near-city-like areas within.

Categories: Game Theory & Design

Entity Reference CRUD Display

New Drupal Modules - 25 April 2018 - 4:43am

Create a new display on Entity Reference field to Create, Read, Update and Delete entities via Ajax.

Categories: Drupal

SmugMug API

New Drupal Modules - 25 April 2018 - 3:10am

This module integrates SmugMug API with Drupal. This module provides a number of services that provide
access to various API endpoints and data.

Categories: Drupal

How many wishlists should you have when launching on Steam? - by Jake Birkett Blogs - 25 April 2018 - 12:55am
I recently asked developers to share their Steam wishlist-related data because I wanted to know the relationship between wishlists at launch and sales at launch. Here's what I found out.
Categories: Game Theory & Design

Insightly Integration

New Drupal Modules - 25 April 2018 - 12:37am

This module enables the integration of insightly CRM with all forms. It creates a new contact for each form entry and adds a lead for every subsequent entry of the contact.

This is performed by mapping the form fields with insightly fields; 'FIRST_NAME', 'LAST_NAME', 'BACKGROUND', 'IMAGE_URL', 'EMAIL', 'PHONE', 'BID_AMOUNT'.

CUSTOMFIELDS can also be mapped using this module. Make sure that the field name exists in insightly for this to work. You need to add custom fields at System Settings > Custom Fields.

Categories: Drupal

Commerce Cart Countdown Timer

New Drupal Modules - 25 April 2018 - 12:03am

Display the cart countdown timer on the page. When we add the products line item into the cart, the countdown timer will start automatically. Once countdown timer expires, the cart items will be cleared automatically.

There is an administrator configuration page (admin/commerce/config/commerce_cart_countdown_timer) available to control the basic settings like Cart expiry time, Cart timeout alert message, and Start over button text.



Categories: Drupal

A Comprehensive Guide to Successful Group Projects at University - by Luke Haslett Blogs - 24 April 2018 - 11:18pm
Using the knowledge I've gained over my time in academia, I've written an extensive guide that's intended for all students of game development to find guidance that will help them improve their approaches when it comes to group projects at university.
Categories: Game Theory & Design

OSTraining: Integrate Telegram Chat in Your Drupal 8 Site

Planet Drupal - 24 April 2018 - 10:36pm

Telegram is an easy to use free chat application, that is rapidly winning fans all over the world. 

There is a Telegram plugin for WordPress but there is no a Telegram module for Drupal.

In this tutorial, you will learn how to integrate the Telegram app with your Drupal 8 site using a JavaScript from Re:plain.

Categories: Drupal

Evolving Web: Integrating Auth0 with Drupal for Single Sign-On Authentication

Planet Drupal - 24 April 2018 - 6:36pm
Using Auth0 to create a centralized login page for Drupal sites

Drupal’s basic user authentication system is ideal for small and isolated apps. But when users are signing into multiple interactive sites and apps, it makes sense to offer a centralized authentication system to save users from remembering multiple passwords.

These days, social sites have become de facto identity providers. Users expect websites to provide social login and single sign on functionality. In these scenarios, the built-in Drupal authentication system is very limited.

Introducing Auth0: authentication and authorization as a service

There are several ways of enabling single sign-on and social logins on Drupal websites. In this article, we’ll introduce Auth0 and explain how to use it to create a cool, centralized login page like the one shown below.

Auth0 provides authentication and authorization as a service. It includes various methods to authenticate, such as username/password, social accounts, SAML and OTP. It can also connect on-premise identity databases. The authentication mechanism is device-agnostic, so it works consistently across various devices.

Auth0 implements OAuth 2.0 — an open standard for authentication that can be used between applications and websites. It also implements other standards that can be used for authentication, including SAML and OpenID Connect.

Here are some of the ways you can integrate Auth0 with Drupal

  • As a single sign-on across multiple Drupal apps, where Auth0 acts as a central store for credentials

  • To allow users to log into Drupal using existing credentials from systems such as LDAP, Google Suite, or Office 365

  • To integrate social logins such as Google and Facebook

How to implement Auth0

In the steps below, you’ll learn how to set up Auth0 on a Drupal site for a typical use case. It will enable users to log into your Drupal site using their social media accounts. They'll also be able to create an account if they don't already have one.

There are two Auth0 modules you can choose from:

  • Auth0 module on GitHub: is the official module. It has more features but doesn't follow all of Drupal coding standards.

  • Auth0 module on is a fork of the official module on It follows coding standards, but lacks some functionality, as many changes have not been merged from the aforementioned GitHub repository.

When we integrated Auth0 on a client’s site a few months ago, we spent a good amount of time analyzing these two modules.

Only some basic features were required, all of which were available in the module. We therefore opted for cleaner code over the additional features.

In fact, both modules contained errors that we needed to fix. The generic patches that resulted from this process were submitted to both repositories. These patches were recently merged; there is some collaboration underway to sync changes between the two repositories. In the future, this will save users the extra step of choosing a module.

Create an Auth0 Application

Here is the basic configuration to get started with Auth0 for Drupal.

Note that it’s very important that the callback you use in this configuration is HTTPS. You should always use HTTPS in production (or even during development if sensitive user accounts are being used).

  1. Create an Auth0 account and log into the Auth0 Dashboard.

  2. Create a new application and select Type as "Regular Web Applications".

  3. In the Settings tab, do the following:

    1. Add to the Allowed callback URLs section. Make sure you replace with the domain name of your site. You can also add local URLs.

    2. Add to the allowed logout URLs section.

    3. Add to the Allowed Origins (CORS) section to allow the origins that will be able to make requests.

  1. Proceed to the next step and select PHP for "What technology are you using for your web app?"

  2. Go to Connections > Social and enable the social logins that you want to use (these links are located in left sidebar of the Auth0 Dashboard)

You are now done with the basic setup! Users can now create accounts, or log in using their credentials from the providers that you enabled in the previous step.

Optional Configuration

Additionally, Auth0 provides many features for building advanced authentication mechanisms, and it can determine how data is stored and passed to applications.

For example, Auth0 enables you to:

  • Use add-ons to generate access tokens for systems such as Salesforce, Azure Service Bus and SAP.

  • Configure social connections for authentication.

  • Implement username and password authentication to have an Auth0 DB or your own DB connected to store authentication information.

  • Use passwordless authentication to send a login link to email or OTPs to mobile.

  • Use multi-factor authentication.

  • Customize data shared with apps, but using simple JavaScript based rules.

Configure Auth0 in Drupal

Next, you'll need to configure Drupal to connect to the Auth0 Client we created:

  1. Go to the Auth0 configuration page (admin/config/auth0) in your Drupal site’s admin area.

  2. Add the Auth0 Credentials Client ID, Domain and Client Secret. This information is in the Auth0 dashboard.

  3. Make sure you select RS256 as the "JWT signature algorithm". This is the default algorithm configured in the Auth0 Client.

Advanced Setup

Depending on how you want users to log in, you can use the Auth0 hosted login page or embed a widget in the Drupal login page/block:

  • Select Redirect login for SSO to use an Auth0 hosted login page. We recommend this option because it’s more secure. It is ideal if you have multiple web applications using the same authentication information — users will be logged in automatically without having to provide their credentials each time. If you want more control over how the widget looks using the hosted login approach, you can customize the look in the "Hosted Pages" section in the Auth0 Dashboard.

  • Select Redirect login for SSO to embed a widget in the login page and block. This makes more sense for an isolated app.

Similarly you can select other options, such as: allowing users to signup via Auth0, or requiring users to verify their email addresses before they can log in.

Next Steps

Now that you have done the basic Auth0 setup, it’s time to learn more about what Auth0 can bring to your Drupal site and explore how you can extend Auth0 functionality:

  • Read the Auth0 official documentation pages.

  • Extend the Auth0 module’s functionality by subscribing to various events, such as Auth0UserSigninEvent and Auth0UserSignupEvent.

We’d love to hear about new ways you’ve found to implement Auth0 to streamline authentication. Leave us a comment to share your questions, experiences and use cases.

+ more awesome articles by Evolving Web
Categories: Drupal

Mike Crittenden: Drupal 8 Cache API examples cheat sheet

Planet Drupal - 24 April 2018 - 5:00pm

Here are some random useful snippets for dealing with caches in Drupal 8, just because I keep having to dig them up from the API.

I'll try to add more here as I go.

Set an expiring cache item \Drupal::cache()->set('cache_key', 'cache_data', $expiration_timestamp); Set a permanent cache item \Drupal::cache()->set('cache_key', 'cache_data', CacheBackendInterface::CACHE_PERMANENT); Set a permanent cache item with tags \Drupal::cache()->set('cache_key', 'cache_data', CacheBackendInterface::CACHE_PERMANENT, array('tag_one', 'second_tag')); Fetch an item from the cache $cache = \Drupal::cache()->get('cache_key'); if (!empty($cache->data) { // Do something with $cache->data here. }

(Note that in Drupal 8 you don't have to manually check to make sure the cache isn't expired, thanks to this issue)

Invalidate a cache item \Drupal::cache()->invalidate('cache_key'); Invalidate multiple cache items \Drupal::cache()->invalidateMultiple($array_of_cache_ids); Invalidate specific cache tags

This one allows you to pass in an array of cache tags to invalidate manually.

use Drupal\Core\Cache\Cache; Cache::invalidateTags(['config:block.block.YOURBLOCKID', 'config:YOURMODULE.YOURCONFIG', 'node:YOURNID']);

Note that the invalidation functions also exist for deleting caches, by just replacing invalidate with delete.

Flush the entire site cache

This one is still the same as Drupal 7.


The end!

Categories: Drupal

Drupal Audit

New Drupal Modules - 24 April 2018 - 3:00pm


Drupal Audit is a Drush plugin to support in auditing modules from a Drupal 7 site that are available in Drupal 8.

This currently only support Drupal 7 to Drupal 8, but could reasonably be extended to others.

Categories: Drupal

The Bark Side Card Game Up On Kickstarter

Tabletop Gaming News - 24 April 2018 - 3:00pm
The Bark Side is a new trick-taking game from Korea Boardgames that’s up on Kickstarter now. Players are looking to win tricks, causing their opponents to lose cards, all up until that last trick, which you don’t want to get! It’s a quick and simple game suitable for the whole family. From the campaign: The […]
Categories: Game Theory & Design

CIA: Collect It All Card Game Up On Kickstarter

Tabletop Gaming News - 24 April 2018 - 2:00pm
Gaming can be used to teach a lot of useful skills. You can learn pattern recognition, critical thinking, problem solving, and many other useful things. So it’s no wonder that the CIA had developed a game for training their operatives. For a long time, the game was listed as classified. But it is no longer, […]
Categories: Game Theory & Design

Sooper Drupal Themes: Drupal 8 Menu Tutorial And How To Create Dropdown Menus | 8 Days To Drupal 8 | Day 8

Planet Drupal - 24 April 2018 - 1:49pm

We're counting down the days to the official SooperThemes Drupal 8 Release! Count with us as we will be writing a Drupal 8 related blog post every day for the next 8 days.

Drupal 8 menus, menu links, and dropdown menus video tutorial

view on if you can't see the video

A well designed menu is a menu that works great on all devices and gets your users where they need to go with minimal effort. We'll first get into the basics of creating and placing menu links in Drupal 8 and then cover the topic of dropdown menus. 

Managing Menu Links In Drupal 8

Menus are part of the structure of your Drupal website and you manage them by clicking Structure and then Menus. Here you find a listing of menus installed on your website. The most important item in the list is the Main Navigation. There may be other menus in your website, but there is one menu that is more important than all others because it links to your most important pages and is placed at the top of your page. 

At the far right in the Menus administration page click the "edit links" item in the Main Navigation row. This will take you to an overview of the links in your main menu. If you just installed the Drupal 8 default installation profile this menu will only contain the Home link. If you installed one of the Glazed Theme demos the main menu will contain a number of links already

Drupal 8 Links Administration

Adding New Menu Links In Drupal 8

Once you are at the Main Navigation administration form (Structure > Menus > Main Navigation/edit menu) you see an overview of the links that are already in your main menu. Here you can add, edit, and delete links. You can also change the order of links by dragging the move icon at the left hand side of the table.

To add a new link click the "+ Add link" button at the top of the table. For the menu link title fill in the link text that you want to appear in your main menu. In the link field you can add an internal path, or an external URL. With the weight option in the end of the form you can tell Drupal to place new menu items to the front or the back of the menu. For example you can add a weight of 10 to you Contact link because you typically want that link to appear in the end of the menu.

The other optionsnot important now and they'll be covered in the next section when we talke about dropdown menus. 

Drupal 8 Creating A New Link

Creating A Dropdown Menu

Dropdown menus are a popular solution when you want site visitors to be able to reach a large number of pages in a single click. One such situation is in the main demo website of our Glazed Theme and Glazed Builder products. We know people want to explore the elements and features that are offered to we organize close to a 100 menu items all in the main navigation.

There are generally 2 different paths to get a dropdown menu in your Drupal website: From your theme or from a module. If you use our Glazed Theme you have a dropdown menu system built into the theme. If you use a theme that doesn't support dropdown menus (like Drupal's default theme) and you don't want to code it yourself, you can rely on a module like SuperFish.

Drupal 8 Glazed Main Demo Dropdown Menu

Dropdown Menus Included In Glazed Theme

The menu system in Glazed theme is one of the biggest selling points of the theme because it's a beautiful, user-friendly menu that works perfectly with Drupal's native menu administration. With the flick of a switch you can have a horizontal menu or a vertical menu. It supports multi-level menus by automatically creating a megamenu for large devices and collapsing into a beautiful vertical menu on small devices. The menu's design is customizable in the Glazed Theme Settings system.

To create a dropdown menu on your Glazed Theme website, or when using any theme that has support for dropdown menus built in we're only have to edit our Main Navigation menu links to have parent and child links. By parent links we mean the menu links that are in show navigation bar and the child links are the links that are contained in a dropdown box that appears only when we hover a parent link. One little quirck in Drupal is that you have to remember to enable the Expanded checkbox on every parent link for your dropdowns to work. Check out the video above to see how we build the menu structure.

Dropdown Menus With The SuperFish Drupal 8 Module

If your theme doesn't support dropdown menus natively you can add the SuperFish module to your Drupal website. You might also use this module if it has some features or design elements that you prefer over the system built into your theme. 

The SuperFish module also relies on the menus created in Drupal's native menu administration pages, and you'll also be creating a menu structure with parent and child links. Check out the video above to see how the structure is made.

Once you have the menu structure set up you can download the SuperFish module and follow the instructions on their project page to install it. Next you will go to the blocks administration page to remove the Main Navigation block to then replace it with the SuperFish Main Navigation block. This is a new block the is generated by the SuperFish module. Once you place this block you can view your homepage and the dropdown menu should be working. As was the case in our demo that we did in our video above you may have to do some theming to style the menu.

Categories: Drupal

Battle: Superheroes vs. Villains From Gather Together Games Coming to Kickstarter

Tabletop Gaming News - 24 April 2018 - 1:00pm
The group Gather Together Games is mostly known for their how-to play tutorials on YouTube. But after having given everyone else’s game a try, they’ve decided that they are gonna branch out and make their own game. It’s called Battle: Superheroes vs. Villains, and they’ll be bringing it to Kickstarter soon. From the announcement: Search […]
Categories: Game Theory & Design


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