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Agiledrop.com Blog: Interview with Maria Totova, co-founder of Drupal Girls: Paying it forward with Drupal mentorship

Planet Drupal - 29 July 2019 - 11:30pm

We had an amazing talk with the super friendly Maria Totova, a driving force behind the Bulgarian Drupal community, organizer of various educational events, avid speaker and co-founder of Drupal Girls. Have a read and learn more about her numerous interesting projects and her love for Drupal. 

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Categories: Drupal

OSTraining: Add a Zoom Effect to Your Images in Drupal 8

Planet Drupal - 29 July 2019 - 9:27pm

The Intense Drupal 8 module provides a nice whole screen zoom of the images on your site. Keep reading if you want to learn how to install and use this module with a practical example.

Let’s start!

Categories: Drupal

OSTraining: Add a "Back to Top" Arrow to Your Drupal Site

Planet Drupal - 29 July 2019 - 9:27pm

Sites with long pieces of content or with a long landing page often have a little arrow at the bottom, which helps you get back to the top of the site instead of scrolling the whole way back.

The Back To Top Drupal 8 module helps site-builders who are not yet ready to work with templates or JavaScript to place this kind of button on their sites.

Keep reading to find out how. Let’s start!

Categories: Drupal

CiviCRM Blog: (Development) Towards a clean build of CiviCRM on Drupal 8

Planet Drupal - 29 July 2019 - 4:31pm

In the coming weeks, you can expect a series of changes going into the development pipeline to support the CiviCRM-Drupal 8 integration. Individually, these will seem unrelated and disjoint - they may not explicitly reference “D8”. I wanted to spend a moment to discuss the concept which ties them together: the clean install process, which will make Civi-D8 an equal member of the Civi CMS club and a good base for continued development and maintenance.

This work on D8 stabilization has been made possible by the generous funders of the Civi-D8 Official Release MIH. If you’d like to see more topics addressed, please consider contributing to the MIH.

What do you mean by "clean" install process?

A "clean" install process is a set of steps for building a site in which CiviCRM comes in a direct fashion from source-code with a bare minimum of intermediate steps.

To see this concept in action, we can compare CiviCRM's integrations with Drupal 7 and Joomla:

  • CiviCRM-D7 is amenable to a (comparatively) clean install process. There are three Github projects (“civicrm-core”, “civicrm-packages”, and “civicrm-drupal”) which correspond directly to folders in the web-site. If you copy these projects to the right locations, then you have an (almost) valid source-tree.

  • CiviCRM-Joomla is not amenable to a clean install process. You might think it's similar -- it uses a comparable list of three projects (“civicrm-core”, “civicrm-packages”, “civicrm-joomla”). The problem is that “civicrm-joomla” does not correspond to a singular folder -- the install process requires a diasporadic distribution of files. The install script which handles this is tuned to work from the “civicrm-X.Y.Z-joomla.zip” file, and producing that file requires a tool called ”distmaker”. “distmaker” is fairly heavy - it requires more upfront configuration, is brittle about your git status, runs slower, and produces 200+mb worth of zipfiles. In short, building a CiviCRM-Joomla site from clean source is more difficult.

Why does a "clean" process matter?

It's easier to develop and maintain software when the build is clean and intuitive. Specifically:

  • It's easier to climb the ladder of engagement from user/administrator to contributor/developer.

  • It's easier to lend a hand - when someone submits a proposed patch, it's easier to try it out and leave a friendly review.

  • It's easier to setup automated QA processes for evaluating proposals and upcoming releases.

  • It's easier to setup sites for RC testing, issue triage, pre-release demos, and so on.

  • It's easier to pre-deploy a bugfix that hasn't been officially released yet.

Anecdotally, more experts with stronger collaborations have grown-up and stayed around in the Civi-D7 and Civi-WP realms than the Civi-Joomla realm. And that does not feel like a coincidence: as a developer who watches the queue, I'm generally intimidated by a Civi-Joomla patch -- even if it looks simple -- purely on account of the difficult workflow. I believe that a reasonably clean/intuitive build process is prerequisite to a healthy application and ecosystem.

Moreover, a clean build of Civi-D8 is important for Civi's future. Civi-D7 cannot be the reference platform forever - if we expect Civi-D8 to take that mantle, then it needs to be on good footing.

What kind of changes should we expect?

From a civicrm.org infrastructure perspective: Expect automatic setup of D8 test/demo sites - in the same fashion as D7, WordPress, and Backdrop. This means PR testing for "civicrm-drupal-8". For bug triage, it means normalized and current test builds. For release-planning and QA, the test matrices will provide test-coverage for D8 (similar to the other CMS integration tests). These services are blocked on the need for a clean process.

From a site-builder perspective: Expect the recommended template for `composer.json` to be revised. This should improve support for backports and extended security releases. Early adopters may eventually want to update their `composer.json` after this settles down; however, the details are not set in stone yet.

From a developer perspective: Expect the process for setting up `git` repos to become simpler. Instead of using the bespoke `gitify`, you'll be able to use the more common `composer install --prefer-source`.

From a code perspective: Expect changes to code/use-cases which (directly or indirectly) require auto-generated files. For example, when initializing Civi's database, the current Civi-D8 installer relies on “.mysql” files (which have been pre-generated via ”distmaker”); we can replace this with newer function calls which don't require pre-generated files -- and therefore don't depend on ”distmaker” or “setup.sh”.

 

ArchitectureDrupalDrupal 8Make it happen
Categories: Drupal

jQuery UI Tabs

New Drupal Modules - 29 July 2019 - 2:20pm

Drupal 8 includes jQuery UI in core, however it is no longer actively maintained and has been marked deprecated. This module provides the jQuery UI Tabs library for any themes and modules that require it.

Categories: Drupal

GitHub access restricted in Iran, Syria, and Crimea due to sanctions

Social/Online Games - Gamasutra - 29 July 2019 - 1:52pm

GitHub users in Iran, Syria, and Crimea can no longer access private repositories and have restrictions placed on their paid accounts as a result of US sanctions. ...

Categories: Game Theory & Design

GTA dev Rockstar Games under fire from UK tax watchdog

Social/Online Games - Gamasutra - 29 July 2019 - 11:55am

The UK-based investigative thinktank TaxWatch published a report that claims Rockstar Games has paid $0 in corporate tax while claiming £42 million in tax credits. ...

Categories: Game Theory & Design

Hey game makers, pitch your great Visual Arts talk ideas for GDC 2020!

Social/Online Games - Gamasutra - 29 July 2019 - 11:40am

If you have a great idea for a session that would fit perfectly into the Visual Arts track of talks at Game Developers Conference 2020, now is the time to submit it! ...

Categories: Game Theory & Design

Drutopia Collection

New Drupal Modules - 29 July 2019 - 9:20am

Drutopia Collection is a feature providing the ability to create collections to bring together ordered listings of Articles, Blog posts, or other content. This is useful for magazine issues or online books (referencing each chapter) or to create a meta-resource of recommended resources and people. an article content type and related configuration.

Categories: Drupal

Hook 42: The Return From GovCon 2019

Planet Drupal - 29 July 2019 - 8:57am
The Return From GovCon 2019 Lindsey Gemmill Mon, 07/29/2019 - 15:57
Categories: Drupal

Seven Standards: 4. Sustain Self - by Ben Follington

Gamasutra.com Blogs - 29 July 2019 - 7:34am
Creation should uphold the value of the individual creator. The creation of value should not come at the cost of, nor damage or reduce value of the creator. Creativity should not come at the expense of physical, mental, or emotional health.
Categories: Game Theory & Design

Music for Video Games: The Plan - by Ricardo Cuello

Gamasutra.com Blogs - 29 July 2019 - 7:33am
This article is about the elements to consider when planning the composition of music for a video game. Elements that I believe are fundamental when starting to work on a project. All seen from a purely compositional point of view.
Categories: Game Theory & Design

Applying Videogame Theory to Escape Rooms : a Taxonomy of ER Player Types - by Alastair Aitchison

Gamasutra.com Blogs - 29 July 2019 - 7:33am
Escape Room (ER) games have witnessed a huge growth in recent years, yet there are few resources discussing ER game design. This is the first in a series of articles applying game design theories to ER, starting with Bartle's taxonomy of player types.
Categories: Game Theory & Design

Kliuless #42: The Psychology of Prediction - by Kenneth Liu

Gamasutra.com Blogs - 29 July 2019 - 7:32am
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Categories: Game Theory & Design

It May be Time to Re-Evaluate How to Monetize Gaming Apps Geared Toward Kids - by Kimberly Culp

Gamasutra.com Blogs - 29 July 2019 - 7:32am
The ways in which childrens' privacy is treated in games and apps is being more heavily scrutinized. This article discusses recent developments in that area.
Categories: Game Theory & Design

A reflection on Early Access. Was it the right choice? - by Sterling Selover

Gamasutra.com Blogs - 29 July 2019 - 7:31am
A reflection on my experience with Early Access. This Blog may help offer some insight to other developers looking to enter the program.
Categories: Game Theory & Design

wishdesk.com: Image optimization in Drupal 8 with built-on capabilities

Planet Drupal - 29 July 2019 - 7:08am
Let’s talk about the reasons to optimize images and the ways to use the image optimization in Drupal 8 via the core features. 
Categories: Drupal

Introducing Players to New Kinds of Games

Gnome Stew - 29 July 2019 - 5:43am

We all start somewhere — many of us with D&D, although certainly there are a myriad of entry points to gaming. Whatever you start with ends up being the thing you’re most comfortable with, because it’s the thing you’ve been doing the longest. I started in D&D and moved over to Pathfinder; it took me years to understand why I might want to play other games, and now I have to remember there was a time that I didn’t care to. Sometimes when you play a lot of different games, it’s easy to be a snoot about it: we all like to have a reason to feel special. 

Any creative endeavor, especially a new one, requires a space that makes failure safe, and role playing in a new way or a new game is no different. Share42Tweet10Reddit1EmailWe need to be done with that. People will not be excited to play games that are different and potentially a bit intimidating, games that require mastery of a whole new rules set or even a whole new set of skills, if all they see is a bunch of folks looking down their noses at the fun that brought them into gaming to begin with. It’s far more exciting to share — to introduce people to new games and new styles and new experiences. When I’m trying to show someone new the best face of small book gaming, the last thing I want is for them to feel unwelcome, uncomfortable, or scared of not doing it right. Any creative endeavor, especially a new one, requires a space that makes failure safe, and role playing in a new way or a new game is no different.

I was lucky enough to be the custodian of two first forays into indie gaming this year at two different Turning Point tables. The first was someone who had never played an RPG before up to that weekend, she hadn’t played anything even like it. She walked in looking for exactly the kind of experience Turning Point creates, with no prior expectations, and we had a wonderful game (you can actually read her follow up here). We played the game as written the mechanics for Turning Point are very light, and it’s written as a one shot game, so mechanical mastery for new people is not a big issue. With no previous assumptions, it was easy to slip into the scene by scene, modern slice of life feel Turning Point defaults to. 

The second was someone who had gotten back into D&D and was looking to expand her horizons and play new things she hadn’t played before, and we also had a wonderful game, although it was very different. With the knowledge of her previous experience in hand, and knowing that Turning Point feels very different from AL D&D, one of my other players had the brilliant idea to move our setting for that game to be a high magic fantasy setting with the familiar trappings. It’s not that a current modern setting isn’t (of course) familiar to everyone, but that sitting down to a game table, a high fantasy setting can feel more normal if that’s what you’re used to. The neat thing about Turning Point is that as long as the decision that the character is faced with makes sense in the setting you choose, and as long as you’re all invested in the stakes of that decision and they feel important to you, the when and where of your setting doesn’t particularly matter. I’m always pleased when I can make a game be the thing the players want it to be, especially when it’s my game!

Even though these two scenarios are somewhat different, there are three key things that worked for me about how I approached them. 

  • Player investment: even more than usual, it’s important that people new to this experience are invested, and quickly. A player who is bored at a table is less likely try any other similar games. As a facilitator of a first experience, the best thing I can do is get everyone on board and excited as quickly as possible. Of course, this can be potentially harder than with an experienced table — a player new to a particular style of gaming may be less familiar with some of the expectations. In Turning Point, it’s all about creating stakes and investment proactively.
  • Don’t use inside language: At one point in explaining Turning Point, I unthinkingly described one of the roles as being like the NPC. For someone who had never played an RPG before, what an arcane reference that was! A quick rethink on how I talked about that role in the game immediately solved the language barrier. Don’t create communication issues by using technical terminology unless you define it first. 
  • Don’t treat people like they are dumb if they don’t know the rules: This applies to the game rules, your table safety, etc. — don’t make anyone feel bad for not knowing the assumed table culture of a game, or for not having read the book before they came. Explain it and don’t be patronizing. For new people and many people coming from D&D, their first story game experience may also be their first experience with safety tools. It was therefore even more important to me that I made the tools themselves clear, as well as the culture of safety at my tables in which the tools can be used without judgement. 

I believe in our ability to share the joy of story games and indie games with anyone who is interested, and I believe in making gaming fun, safe, and welcoming. Really when it comes down to it, welcoming new people to any table is about that — making an environment where failure doesn’t mean disaster or shame, where getting investment and ideas alive is your primary goal. We’ve always told stories, and we’ve always played pretend. The games will speak for themselves to our human nature if we let them. All they need is a table where they can shine. 

You can check out the QuickStart for Turning Point now on DriveThruRPG!

When was the last time you had someone new at your table, or ran a game for someone who’d never played it before? How did it go? Are there any key points I missed?

 

Categories: Game Theory & Design

VIPPS Recurring

New Drupal Modules - 29 July 2019 - 2:45am
Categories: Drupal

Amazee Labs: Decoupled Days Recap: Amazees from around the World

Planet Drupal - 29 July 2019 - 1:57am
Decoupled Days is a conference for anyone who works with decoupled Drupal technology: developers, architects, executives, and even marketers like me. It’s been around since 2017 and focuses on sharing knowledge about back-end CMS development as a content service as well as front-end development for applications that consume that content.
Categories: Drupal

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