paragraphs slider

New Drupal Modules - 26 March 2019 - 12:58pm

Paragraphs slider is a simple module to contribute with Paragraphs.
Basically able to user to add Slick slider in any Content Type.
Steps to activate:
1- Activate module.
2- Go to Content Type and add field Paragraphs
3- In field config, in section "Bundle" select "Slider Container".
4- Now, when you add a new node from Content Type you can select various sliders and images for node.

Categories: Drupal

How to remove YouTube tracking

Dries Buytaert - 26 March 2019 - 12:14pm

I don't use Google Analytics or any other web analytics service on Why not? Because I don't desire to know how many people visit my site, where they come from, or what operating system they use.

Because I don't have a compelling reason to track my site's visitors, I don't have to bother anyone with a "cookies consent" popup either. That is a nice bonus because the web is littered with those already. I like that is clutter-free.

This was all well and good until a couple of weeks ago, when I learned that when I embed a YouTube video in my blog posts, Google sends an HTTP cookie to track my site's visitors. Be damned!

After some research, I discovered that YouTube offers a privacy-enhanced way of embedding videos. Instead of linking to, link to, and no data-collecting HTTP cookie will be sent. This is Google's way of providing GDPR-compliant YouTube videos." frameborder="0">

So I went ahead and updated all blog posts on to use

In addition to improving privacy, this change also makes my site faster. I used to benchmark a recent blog post with a YouTube video.


When embedding a video using, Google uses DoubleClick to track your users (yellow bar). A total of 22 files were loaded, and the total time to load the page was 4.4 seconds (vertical blue line). YouTube makes your pages slow, as the vast majority of requests and load time is spent on loading the YouTube video.


When using, Google no longer uses DoubleClick to track your users. No HTTP cookie was sent, "only" 18 files were loaded, and the total page load time was significantly faster at 2.9 seconds (vertical blue line). Most of the load time is still the result of embedding a single YouTube video.
Categories: Drupal

Comcast plans to build a $50 million esports arena in Philadelphia

Social/Online Games - Gamasutra - 26 March 2019 - 12:13pm

Comcast Spectacor has laid plans to build a $50 million arena in South Philadelphia to host esports and related events. ...

Categories: Game Theory & Design

GDC in Pictures: Highlights from GDC 2019!

Social/Online Games - Gamasutra - 26 March 2019 - 11:11am

Words alone can't fully convey the experience of spending a week at GDC, so here are a few standout shots of the people, talks, and experiences which made GDC 2019 a success! ...

Categories: Game Theory & Design

Aten Design Group: Functional Testing with Katalon Recorder

Planet Drupal - 26 March 2019 - 9:39am

When it comes to testing in software development, the range of options is huge. From unit testing on the backend through browser compatibility testing on the front end, there are a variety of testing approaches that will save you, your clients, and their audiences, time and headache. Katalon Recorder is a quick, simple way to get started with testing and to see the value that automated tests provide within a matter of minutes.

What is Katalon Recorder?

Katalon Recorder (KR) is a Selenium-driven browser plugin for Chrome and FireFox that lets you control your browser with simple commands instead of actual clicking, typing, tabbing, and scrolling. Put simply, KR can interact with your web application and report back when things don’t go as planned. Katalon Recorder aims to emulate human actions such as clicking, typing, and verifying the status of onscreen content - and as such works very well as an automated replacement for human testing.

How does it work?

With Katalon Recorder, you can record your browser actions - such as clicking through your menu items - and then play those actions back as automated commands. You can also handcraft a wide variety of commands that assert the existence of HTML elements or copy, among a host of other things. The successful playback of well crafted tests indicates that your menus, content, and HTML structure haven't changed — in other words your application is behaving as expected.

The Basics: Record and Playback

After clicking Record KR will bring your browser into focus, then log all of your interactions as individual commands. Once Stop is clicked, those commands can be played back, saved to a file, shared with others to play in their browsers, or modified to fine-tune functionality. With Katalon Recoder’s Record feature setting up initial tests that mirror human-driven clickthroughs takes moments of your time and can then be played back by anyone anywhere — including non-technical staff or even client teams.

Creating Complex, Rigorous Tests

Katalon Recorder allows you to organize one or more individual commands as Test Cases, and one or more Test Cases as Test Suites. Complicated tests can be created by chaining together several Test Suites. You could, for example, write tests that log a test user in, search for a product by SKU, click into the results, add the product to their cart, navigate to the cart and assert the product is there, then complete the purchase using test financial data. All of those actions except assert the product is in the cart can be recorded from your interactions. That means that in many cases, the amount of time that it takes for you to perform an action on your website is, using the recorder feature, the amount of time it takes you to write the automated test.

Flexibility Via Hand-Crafted Commands

In some cases the rigidity of recorded actions is a drawback. If, for example, you want to search for the tag Home Appliances and then click into the product Test Toaster, but you aren’t sure where in the search results that item will be, a recorded action informed by precise HTML structure might fall short. In those cases, you can use a combination of CSS and XPATH selectors to find and interact with your elements regardless of where exactly in the DOM they exist.

Storing Variables with Javascript

Sometimes a human tester needs to remember something, like the name or unique ID of a piece of content, in order to proceed with their test. Let’s say, for example, you’re testing a Drupal site wherein you first want to create a new Person node, then associate it via an entity reference field with a Group node on that node’s creation form. Using Katalon Recorder’s storeEval command you can use Javascript to accomplish that by saving a variable.

Once you have saved the form for your Person node, you’ll get redirected to something like where 887 is the node ID for your content. The storeEval command lets you save the ID number to a variable that we can access later in our tests. See the image below:

Katalon Recorder covers a lot of bases. Whether you're using just the Record option for building basic spot-checks, or combining advanced features to create rigorous and complex functional testing, it's surprising what can be achieved in so little time — especially given KR's very tenable learning curve. While the examples above are exceedingly simple, in some recent projects we’ve combined thousands of commands across dozens of test cases that provide thorough regression testing and automated QA — and it all started with the click of a Record button.

Categories: Drupal

The Story of the Story - by Joel Sammallahti Blogs - 26 March 2019 - 9:33am
Introduction to the background of Iron Danger's story.
Categories: Game Theory & Design

Vertical Hover Menu

New Drupal Modules - 26 March 2019 - 8:50am

It may feel strange to have to click through the menu on the vertical layout and for those who want to have a hover effect on vertical, this is the module for you. This module can also be great for getting away from the defaults and having a more customized admin panel that doesn't feel so generic.

Categories: Drupal

Why Stadia is Google Plus and Glass Combined - by Albert Banda Blogs - 26 March 2019 - 7:40am
Google Stadia hasn't fully considered timeless gamer behavior while also being too ahead of its time. The unnecessary Stadia controller seems to be a sign of an idea running away with itself—leaving data-driven reality far behind.
Categories: Game Theory & Design

Drupal nbox

New Drupal Modules - 26 March 2019 - 7:38am

The nbox module provides an full fledged internal mail/messaging system.

Core features

  • Inbox
  • Messages with cc, bcc and attachments
  • Threads
  • Folders
  • Starring
  • Forwarding to external mail
  • Reply from external mail (need transactional mail service like SendGrid or Mandrill)
Categories: Drupal

A Design Examination on Resident Evil 2 Remake - by Josh Bycer Blogs - 26 March 2019 - 7:38am
My written and video thoughts on the Resident Evil 2 Remastered and how it applies both action-horror and survival horror game design.
Categories: Game Theory & Design

A Design Examination on Resident Evil 2 Remastered - by Josh Bycer Blogs - 26 March 2019 - 7:38am
My written and video thoughts on the Resident Evil 2 Remastered and how it applies both action-horror and survival horror game design.
Categories: Game Theory & Design

The Colonial, Non-colonial and Decolonial in Video Games - by Nikhil Murthy Blogs - 26 March 2019 - 7:38am
Thinking about colonial, non-colonial and decolonial mechanics.
Categories: Game Theory & Design

A Product Manager’s Perspective: What can we expect from FIFA 20 - by Rajeev Varma Blogs - 26 March 2019 - 7:38am
This article does not talk what the fundamentals of what EA's FIFA franchise is, but rather focuses on what can be reasonably expected from upcoming FIFA 20 based on the current market trends as well as historical evolution of this franchise
Categories: Game Theory & Design

Commerce Barion Payment

New Drupal Modules - 26 March 2019 - 6:50am
Categories: Drupal

Podigee Podcast Player

New Drupal Modules - 26 March 2019 - 5:33am

A field formatter for audio files implementing the
Podigee podcast player

Categories: Drupal

Live Photos

New Drupal Modules - 26 March 2019 - 5:28am

The goal of this project is to create a module that will allow to use Apple’s Live Photos in Drupal. Users should be able to upload the separate image and video parts of the Live Photo, which will then be shown in Drupal similar to how Live Photos are shown on an iOS device.

Currently, this project is a work in progress.

Categories: Drupal

Virtual reality enables real-time, internal view of patient anatomy during treatment

Virtual Reality - Science Daily - 26 March 2019 - 5:14am
Immersive virtual reality (VR) may enable interventional radiologists to improve treatments using real-time 3D images from inside a patient's blood vessels. New research shows that the interactive technology could provide faster, more efficient treatment, with less radiation exposure and greater precision, ease and confidence.
Categories: Virtual Reality

Liminal Review

Gnome Stew - 26 March 2019 - 4:30am

I will let you all in on a secret. I may have a little bit of a weakness for urban fantasy. There is something that speaks to me about being in the modern world, but still finding the strange and magical just out of regular view. Tell me about ghosts and shadows and fey that still hang out just down the street and explain why I don’t always see them when I look their way, and you’ve got my attention.

There is no shortage of urban fantasy RPG products today. What is less common is one that details a specific setting that does not default to the United States. It’s very easy for me to view urban fantasy through a lens crafted from watching Buffy and Supernatural, and reading the Dresden Files. Liminal, the RPG that I’m looking at today, features the UK as it’s setting, and that important distinction is evident in several places.

Ghostly Forms

This review is based on the PDF of the product, which is a 286-page full-color document. It has single column formatting, and unlike many RPGs, where art is limited to full page chapter introductions and potentially half page or quarter page illustrations, there are many pages that utilize thematic imagery blended across half the page, under the text, or pages that have a running theme such as a city skyline across the bottom of the page.

While many products evoke a feeling with the included artwork, the way Liminal uses its imagery tends to weave in and out of the narrative to create an otherworldly feeling in several places in the book. While some artwork is used traditionally as half page pieces, there are several pages where the artwork also serves as the background image for the page.

Chapter 1

Chapter 1 serves as a basic introduction to the premise of the game, introduced with a short piece of in-character fiction. The game revolves around liminal characters–characters that are part of both the mortal world and the supernatural world–forming crews and solving cases. There is also a quick reference to the base resolution mechanics, which utilizes two d6s + a modifier, versus a target number. If modern game design leads you to wonder if this is a Powered by the Apocalypse Game, it isn’t, but we’ll get into more of the mechanics later.

The basic framework of the setting involves the following “truths”:

  • There is magic, and magicians
  • There are vampires with their own power group
  • There are werewolves and werewolf gangs
  • There are fae with multiple courts
  • There are ghosts
  • The myths of the UK, as well as many cultures that the UK has interacted with, have a basis in fact
  • Some religious organizations know about the supernatural
  • The UK has a police division that deals with the supernatural
Chapter 2

Chapter 2 delves into character creation. This involves coming up with a character concept, picking a drive, choosing a focus, and then buying skills and traits.

The drive is what the character wants to accomplish by getting involved with supernatural cases and interacting with the hidden world. The character’s focus is the chassis on which the character is built, and includes the following options:

  • Determined (someone with strength of will and a strong mind)
  • Magician (someone trained or with a natural talent to use spells and magical abilities)
  • Tough (someone with a strong body or powerful endurance)

Some of the traits listed later in character creation are keyed specifically for each of these character foci. While most forms of magic use are restricted to the magician focus, shape changing is available outside of the magician focus to represent lycanthropes and other were-creatures, although only magicians can learn multiple animal forms.

Initial skills have a skill cap which can later be increased during character advancement, and some skills can double as stats used for casting spells. For example, most magic will use Lore, but Glamour magic uses Art to resolve effects.

Characters have Endurance and Will as attributes, which measures how much physical and mental wear and tear they can take, respectively. These have a base number, modified by the Athletics or Conviction skill.

Traits are similar to what other games would call feats or stunts. Picking up the ability to use a specific form of magic is a trait, but there are also traits like Graceful or Rich as well. Characters can also pick up to two limitations, which can get them additional points to use for character creation. These limitations are also the means to represent characters that fit a specific supernatural origin, so giving a shape-changing were creature a weakness to a specific material can help create the overall theme, as can giving someone with vampiric abilities an aversion to sunlight.

In addition to focus, skills, traits, and limitations, there are example archetypes in this chapter to cover what a formally trained wizard might take, versus a mortal investigator, versus a lycanthrope or a dhampir. There are also sample player characters, which are the same characters utilized in the text for various in-character quotes and introductory fiction.

Chapter 3

Chapter 3 details the rules on creating crews and adjudicating factions. There is a specific list of things to detail about a crew before the game begins, and the information derived from this helps to shape what the campaign will look like. It is essentially a mechanized session zero for the group.

Crews have a goal, much like a group version of the individual drives that characters create for their characters. There is a list of crew resources, and each player picks one of those resources for which the crew has access. This can involve having greater starting capital, a headquarters, a safe house, or even a bonus when dealing with specific enemies.

The group determines what major factions are at play in the campaign, and each PC determines if they have a positive or negative relationship with that faction. Rankings for each faction at play go up one for each positive relationship, and down one for each negative relationship, to a maximum of +/- 3, with an extreme rating meaning that the crew is either known as an ally to, or devoted enemy of, that faction.

Additionally, each player will provide a hook, an open-ended supernaturally adjacent bit of news that is floating around the game world, that the GM can then weave into the greater campaign.

I really like this formalized way of setting up the crew, and even separated from the specific mechanics of the game, it serves as a good way to start a campaign and to poll the table as to what the campaign should look like and what the players want from the game. The biggest sticking point I think may be the hooks–it’s a great idea, but not every player is going to have a strong hook to contribute early in the campaign, and it may feel a bit like putting them on the spot.

Chapter 4 

This section deals with how the game rules work at the table. Base resolution is 2d6 plus a relevant skill versus a target number, but there are a number of ancillary rules that make this resolution a little bit more robust.

Opposed tests involve a base number plus the opponent’s relevant skill, rather than having both sides roll against one another. Characters can spend points from their Will attribute to modify their rolls. When a character fails, the GM gets to determine which of four options apply to the failure, so failure doesn’t feel quite as binary as it might otherwise. Additionally, if a character succeeds by 5 or more on a test, there is a list of additional effects that can be added to the result.

One of my favorite rules bits in this section involves persuading or coercing other characters. Successfully doing this doesn’t mean that the character has to do what you want them to do, just that they either have a penalty to actions that don’t line up with what you want them to do, or they must suffer a hit to their Will to shake off the effects of the failed contest.

In conflicts, initiative is handled in a manner similar to Cypher system, in that the players roll against the highest opponent’s skill to determine if they go before or after the opposition.

Chapter 5 

Chapter 5 is all about magic. Way back during character creation, you could buy the base level of various forms of magic, but this chapter has a number of upgrades that you can purchase to allow more thematic effects based on the type of magic being enhanced. The magic traditions included in this chapter include:

  • Blessings and Curses
  • Divination
  • Geomancy
  • Glamour
  • Necromancy
  • Shapechanging
  • Ward Magic
  • Weathermonger

Most of these are straightforward effects that utilize the game rules. For example, base necromancy lets you talk to spirits, and one of the upgraded effects lets you drain life energy from opponents. Shape changing gets a little tricky and confusing, at least for me. Bigger than human forms get a bonus to Endurance, smaller than human forms get a penalty, and animal forms grant a bonus to skills that animal form is good at performing–all this works for me and adjudicating what an animal form is good at on the fly isn’t too hard in this kind of game.

Where I got a little turned around is that the description of the ability in this chapter starts mentioning traits that may go with the animal form, and that some of those may carry over to the mortal form, and I don’t know if that’s just flavor for how a character should build their character, or if you are meant to give them bonus traits based on animal form, and to decide if they should be split across animal and mortal forms. I don’t think this is the case, but for some reason, I got turned around it this particular form of magic and its description.

Chapter 6 and Chapter 7 

I’m grouping these chapters together, as they are both descriptive of what the assumed setting of Liminal should look like. Major and minor factions are detailed, as are various cities and sites in the UK. One of the elements that sets Liminal apart from other urban fantasy games is that the factions and locations often have ties to specific elements of UK history. Some historical figures were turned as vampires, and their deaths covered up. The Council of Merlin may have looked the other way during some historical events while protecting the isles during others. There are a lot of details that feel like they add one extra layer to history, without burying the setting in lore, and without changing some important, sensitive events by shifting the blame from human shortcomings to supernatural involvement.

There are major factions for wealthy, formally educated wizards, less formally trained and potentially less lawful wizards, government agencies, Anglican, Catholic, and Muslim religious organizations that deal with the supernatural, a powerful werewolf family attempting to unite the various gangs, fey courts native to various geographical areas of the UK, and the primary vampire organization in operation.

There are some subtle and not so subtle commentaries going on with some of the factions. Vampires are dangerous, but their organizational goals tend to be a little out of date. The Council of Merlin is very much a rich male organization that thinks it is being very progressive by allowing women to join and having a reasonable application fee that only the wealthy could possibly front. The police unit that investigates supernatural crime doesn’t actually formally record any supernatural details of events, to shield information from the public record, but there is also an ancient group of wizards that still nominally works for the crown as well.

One interesting aspect of the setting that becomes apparent as organizations and locations are detailed is that creatures like demons and angels aren’t really a feature of the setting. Gods are mentioned as potentially being powerful fae creatures, and djinn and rakshasas seem to be fae as well, so it may be that all of the ephemeral creatures from “other realms” fall into this category.

There are a few places in the text where this struck me previously, but in these chapters, especially, I am very aware that there are no specific sidebars or separate discussions on safety or content. Not only are we dealing with some fairly ghastly werewolf rituals, predatory vampires, and gruesome means for ghosts to come about, but we’ve also got the misogyny of the Council of Merlin, potential religious friction, at least some discussion of political tensions between various regions of the UK, and fae king who kidnaps women to be his bride (they are mentioned as needing to willingly accept the position, but they are also mentioned as being kidnapped, coerced, misled, and put in suspended animation when he is ready for a new bride).

It is a rich history that has been woven into a real-world location, and it has been done better than some urban fantasy setting material, but in this era of games, there really needs to be more awareness of content that could be problematic, and how to deal with that in a game that touches on those topics.

Chapter 8, 9, and 10

The final three chapters in the book are the chapter on gamemastering, the chapter for “faces” (which includes stats for various supernatural beings PCs might encounter, and the chapter for sample cases.

The gamemastering chapter has sections on how to structure cases, advice on setting difficulty, and places outside of the UK where Liminal stories may take place. I like the very solid, practical advice on how to structure a case, and its advice that could work for structuring other urban fantasy games as well, making it even more broadly useful. It’s also interesting to see the setting assumptions applied to locations in the US and Germany as well as the baseline assumed setting.

The faces section includes new traits, some of which can be available for PCs, but may push them further into the fully supernatural, rather than the border between. These traits mainly exist to help with the stats found in this chapter, which include fae, ghosts, clued-in mortals, ordinary mortals, vampires, and werewolves.

The final chapter sample cases do a really nice job of explaining the setups, the facts of the case, the point at which complications may occur, and ways that the case may be resolved, but not much about detailed specifics between certain “notes” in the case. The outlines are more interested in pointing out that you need to find out about X, not that you need to do a specific thing to find X, but that once you find X, some kind of complication should happen. I like the solid outline with flexible sections between approach.

That said, between gamemastering and sample adventures, no dedicated discussion on safety or content warnings for a game that can have some potentially uncomfortable content.

Index, Concepts, Sketches, Process, Afterword, and Acknowledgements

The final sections in the book include an index, a section that showcases the art that serves as the backdrop of most of the book, without the words and formatting that obscures it, an afterward, and an acknowledgments section that details the various backers and playtesters.

Geomantic Node  The setting resonates as a strong urban fantasy realm that is both familiar and unique, because of the rich ties to historical locations and events. Share1Tweet1Reddit1Email

The rules do a nice job of riding the line between simple and granular and pick up some of the best modern game design notes by building in ways to fail forward and to add detail to skill tests. The setting resonates as a strong urban fantasy realm that is both familiar and unique, because of the rich ties to historical locations and events. The crew creation rules provide a solid structure and direction for the campaign and ensure a degree of intentionality that would benefit a lot of games.

Shadowed Path 

The rules are just granular enough that they may have benefited from a few more summaries or examples, especially where magic is involved. While not entirely a negative, players need to have some creative investment to get most of the structure of the rules. In a modern game, there really needs to be more discussion on safety and content warnings at the table, especially when modern problems and elements of horror stories are assumed aspects of the game.

Qualified Recommendation–A product with lots of positive aspects, but buyers may want to understand the context of the product and what it contains before moving it ahead of other purchases.

This is a rich urban fantasy setting with a solid set of rules for adjudicating the game, but you may need to do your own work to reinforce safety at the table without any support from the game, and you may want to be sure your players are up to coming up with their own elements that help to shape the setting.

Have you also been bitten by the urban fantasy gaming bug? What are your favorite urban fantasy games, and what subgenres within urban fantasy are your favorites? What games do you think have most effectively utilized the tropes of your favorite subgenres? Let us know in the comments below–we’re excited to hear from you!

Categories: Game Theory & Design

Web Wash: Getting Started with Bootstrap 4 using Radix in Drupal 8

Planet Drupal - 26 March 2019 - 3:30am

Radix is a Bootstrap 4 powered theme which is set up out-of-the-box to compile the Bootstrap library locally. It is targeted towards advance front-end developers who want total control on how Bootstrap is loaded and comes with Browsersync and Font Awesome built-in. The theme doesn’t support loading Bootstrap via a CDN out-of-the-box. I’d recommend you look at the Barrio theme if you prefer to load everything through a CDN.

Because you’re compiling Bootstrap, you get the added benefit of being able to modify the _variables.scss which is used to customize Bootstrap and can control what SASS components get imported. By importing only what you need you can drastically reduce the size of the compiled CSS file.

The theme comes with a Drush command (Drush 8 only), drush radix "Theme name", which makes it easy to generate sub-themes. The sub-theme comes with a package.json which has all the required packages.

Just run npm install, then npm run dev to compile Bootstrap. It uses laravel-mix to compile everything so you don’t have to spend time configuring webpack files.

In this tutorial, you’ll learn how to install Radix, create a sub-theme, how to compiling everything and learn about Radix Layouts.

Categories: Drupal

Crm Core Commerce

New Drupal Modules - 26 March 2019 - 2:53am

This module creates and updates crm_core individuals after the users has placed an order. ( Event is used.

If your individual has additional fields, you can extend the mapper service (crm_core_commerce.individual_mapper) and replace the protected functions createNewIndividual() and updateIndividual().

Categories: Drupal


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