Sainome Colosseum R Coming to Kickstarter this March

Tabletop Gaming News - 12 January 2018 - 9:00am
While English is certainly the language I know the most about, there’s plenty of others out there. I know a lot of you are like me. Well, that means we can potentially be missing out on a lot of really awesome gaming experiences! Thankfully, there’s companies out there looking out for us monolinguists. One such […]
Categories: Game Theory & Design

Valuebound: A beginners guide to caching in Drupal 8

Planet Drupal - 12 January 2018 - 8:38am

Caching is a popular technique to optimize the performance of a website. It is a process that stores web data (HTML, CSS, Image) in some accessible space. Moreover, a cache is a detailed information of a validity of a resource. This information defines for how long the resource is valid and should not be considered stale. The information can be stored at every level right from the original server to intermediate proxies to the browser.

Here you will get to learn about what key/value pairs in the header mean and Cacheability metadata in Drupal 8.

Every request or response contains a HTTP header, which provides additional information about the request/response. This…

Categories: Drupal

Wyrd Previews Royal Rifle Corps For The Other Side

Tabletop Gaming News - 12 January 2018 - 8:30am
We all know how much I love Fridays, and today’s shaping up to be a pretty damn good one. Of course, adding to the excitement is Wyrd’s latest preview. This time around, it’s a look at the Royal Rifle Corps for The Other Side. From the post: The most elite infantry unit in the King’s […]
Categories: Game Theory & Design

Player's Handbook Like A Fucking Boss

New RPG Product Reviews - 12 January 2018 - 8:22am
Publisher: Kort'thalis Publishing
Rating: 4
You gotta love Venger Satanis and his Kortthalis Publishing.

He is out there doing his own thing. Doing to make the stuff he wanted to play with back in the day and if we want to come along, well great. While he takes himself far less seriously than other publishers, he takes his games and books very seriously. And it shows in his production values.
Out now is Venger's latest in his "Like a Fucking Boss" series.

Venger is a man after my own heart, and PHB-LAFB takes many nods and cues from Basic-era D and D, or at least his reading of it which is just as good.

PHB-LAFB is not a rule book or an adventure, but a collection of various tips, tricks and odds and ends to help your game along. There are some very obvious nods to classic/Basic/OSR style play and there are nods to more modern/D and D5 style mechanics and design. The bottom line here (and a big one for me when reading this) is I can use it with just about any game I play.

In truest old-school fashion there are plenty of tables. "Stranger Things" gives us a table of various odds and ends, emphasis on the odd. "Honor and Fame" and "Dishonor and Infamy" are also very useful tables for rewards that reminds me of some the rules I have seen in AGE and Blue Rose; again a natural idea given Venger's own twist.

There is a lot of great character building ideas too. Tables, checklists, backgrounds. It's all here.

For $5.00 and 33 full-color pages, it is quite worth it.

I am not quite sure if it is up to the level of awesomeness that is How to Game Master like a Fucking Boss but it is also more focused on players and characters and is half the price too.

Categories: Game Theory & Design

Gangs of Rome Now Available From Warlord Games

Tabletop Gaming News - 12 January 2018 - 8:00am
As the Roman Empire aged, it didn’t do so gracefully. Corruption ate away at the noble core, Rome, itself. As powerful individuals vied for even more power, they would get together gangs to take to the streets. Those gangs would do whatever they could in order to see their benefactor make it to the vaunted […]
Categories: Game Theory & Design

January Dark Age Releases Available From CMON

Tabletop Gaming News - 12 January 2018 - 7:35am
The folks over at CMON are starting 2018 with a bang! Dark Age is looking forward to a really big year, and they’ve got the first-month releases to prove it. There’s a total of 10 new releases over in the CMON webshop. If you’re a fan of Dragyri or Skarrd, you’ll want to go look […]
Categories: Game Theory & Design

Forge World T’au KX139 Ta’unar Supremacy Armour Giveaway Happening Now

Tabletop Gaming News - 12 January 2018 - 7:00am
Forge World is taking January as an opportunity to give away some free stuff. They’re on their third giveaway. This time around, it’s the high-tech-looking T’au KX139 Ta’unar Supremacy Armour. Just head over to their shop and spend £50 this week and you’ll be added to the drawing. From the website: Add the biggest guns […]
Categories: Game Theory & Design

CTI Digital: Drupalcamp London 2018

Planet Drupal - 12 January 2018 - 6:46am

Drupalcamp London returns in March for its 6th year. As the largest Drupal camp in Europe, it provides a scale of high-quality knowledge I rarely see elsewhere. If you’re new to Drupalcons and camps, Drupalcamp is a three-day knowledge-sharing conference in London that attracts a wide variety of over 600 Drupal stakeholders, including developers, agencies, business owners, and end users.

Categories: Drupal

Open loops and progression trees in freemium game - Don t kill the golden egg chicken! - by Pascal Luban Blogs - 12 January 2018 - 6:12am
Freemium games are using open loops and progression trees to foster long term retention and monetization. This design strategy is very effective but its excessive use could backfire.
Categories: Game Theory & Design

Open loops and progression trees in freemium game - Don’t kill the golden egg chicken! - by Pascal Luban Blogs - 12 January 2018 - 6:12am
Freemium games are using open loops and progression trees to foster long term retention and monetization. This design strategy is very excessive but its excessive use could backfire.
Categories: Game Theory & Design

How to Stop Making Hoarders in Video Games - by Josh Bycer Blogs - 12 January 2018 - 6:11am
Today's post looks at the hoarding syndrome in video games. How certain designs create it, and the best ways to combat it.
Categories: Game Theory & Design

"The power of the Audience – how can Developers, Publishers & Audiences listen to each other more effectively whilst making video games?" - by Zuby Ahmed Blogs - 12 January 2018 - 6:10am
The blog post explores the recent controversy surrounding EA’s Starwars Battlefront 2 and examines case studies of previous game releases, in an attempt to understand and galvanise effective and transparent delivery methods moving forwards
Categories: Game Theory & Design

Working on 3D Art - by Gerard Alvarez Blogs - 12 January 2018 - 6:10am
Art is one of the most important aspects in Noahmund. Everything that includes our videogame is conceived from the vision of beauty and inspiration.
Categories: Game Theory & Design

Plaid Hat Games Posts Stuffed Fables Overview

Tabletop Gaming News - 12 January 2018 - 6:00am
It’s been a bit since we got our last Stuffed Fables look from Plaid Hat. I know a lot of you have been excitedly waiting for more news. Well, in this instance, they’re giving you quite a bit. They’ve posted up a video overview of the game that you can check out. They’re also letting […]
Categories: Game Theory & Design

Troy’s Crock Pot: Goblins are hopeless coin collectors

Gnome Stew - 12 January 2018 - 3:04am

It’s winter break. The temperature outside is a minus 12 degrees below zero. Don’t blame me if my gaming thoughts are tad disjointed. I’ve got cabin fever.

What’s in your pocket?

I keep waiting for an adventuring player character to ask the  question of the next goblin (i.e. game master) they encounter: Why does each goblin carry 2d10 silver pieces?

I mean, it’s not like there are vending machines in the dungeon. (Two silver pieces will get you an ice cold Sword Coast Cola or an Morgur’s Mound chocolate bar.)

They aren’t minting coins for themselves. So it’s unlikely they exchange coins as currency. Nope. they’re just chugging along with a half dozen coins jingling in their pocket … and waiting, for what, exactly, we’ll never know.

I mean, the goblin will probably say it’s because “They’re shiny!” or, even better, “They’re precious!”

Probably their answer will come in the form of spear thrust, followed by “None of your business, you puny human home invader!”

Maybe they are just hopeless numismatics.

Voice to reason

Until recently, I have not been able to “get into” the exploits of Vox Machina at Critical Role — or any of the other fine live stream play groups that have been recommended to me. And, hey, I’ve tried. I’m certainly not blind to the potential — some of which is being realized — of having people play rpgs in front of an audience. It’s what I’ve always wanted, being able to point at something and go: “This is what we do!” But sitting on a couch to watch has been an exercise in futility. I’ve wanted to be engaged/entertained/instructed by it all. But my interest just wanes. There’s too much to focus in on.

That was all true, until Critical Role started offering episodes as audio podcasts. Removing all the distraction from a stream — people sitting around cluttered tables — was exactly what I needed to enjoy an rpg play podcast. Certainly, it plays to the participants’ strengths. Being actors, and voice actors to boot, means that the aspect of performance they are most accomplished at is pushed forward. It’s very much like an audio drama. Now, I listen with the podcast piped through the car speakers during my hour-long commute. When Vox Machina takes a trip to the Underdark to rescue a paladin of Bahamut and befriend a mind flayer, it resonates and holds my attention in a way the video does not.

Mostly, this confirms that the strength of rpgs is in the shared storytelling and unbridled imagination of its players. Take away most of the the visual elements and the game still engages, still fires the imagination. 

If you find this intriguing, I would recommend you give an episode a listen and judge for yourself.

Bring it on

I’m only 18 years late to the party on this one, but hey, I’ve been biz-seeeee being an adult — well most of that time, anyway. It wasn’t until recently that I saw the film’s training montage of Ian Roberts portraying crazed choreographer Sparky Polastri in the 2000 cheerleading move “Bring it On!” starring Kirsten Dunst.

The funniest part, of course, is when Sparky starts demanding the cheerleaders showing better “spirit fingers.” Lifeless fingers aren’t spirit fingers; no, twirling, flashing digits are “spirit fingers.” Yep, it’s the equivalent of dancers showing active “jazz hands.”

Well, that’s a funny scene. Now, ordinarily, pantomine at the gaming table is really an optional thing. But really, if players with spellcasting characters were to begin demonstrating gestures — “wizard fingers” — or point pencils as wands as a way to get into their characters, I’d be all for it. Show me those wizard fingers! All the way to national championships — or the next dimensional space.

Shed a little light on it

I’ve been running the D&D module Sunless Citadel, using the fifth edition conversion from Tales from the Yawning Portal. This is a module I’ve run before, albeit for the third edition of the rules.

I’ve been pleasantly surprised how strong the adaptation is — to the point that the module may be stronger in its fifth edition version.

The story remains unchanged, of course, and that is its strength. Though part of what makes it compelling is the rather fatalistic ending, which is intact in order to also retain a strong boss fight in the finale. They resisted the urge to tinker with that — which would have been easy enough.

Thankfully, whether it was for nostalgia or respect for the module Bruce Cordell designed, they kept these elements,  though it runs somewhat counter to what I perceive to be the sensibilities of the current D&D audience.  



Categories: Game Theory & Design

Amazee Labs: The stalker - a story

Planet Drupal - 12 January 2018 - 2:27am
The stalker - a story

The #techfiction story about how a backend developer feels as he starts working on his first frontend task.

Tadej Basa Fri, 01/12/2018 - 11:27

#techfiction #noir

It’s late. The cold breeze stings my face as I wander the dark alleys of the City. Now and then dim neon lights cut through my shadows. I’ve been wandering around aimlessly for what feels like hours. Now I find myself standing in front of Avery’s again. I enter, in a force of habit.

There are a bunch of familiar faces. Christmas is around the corner, and everybody’s celebrating, but I’m not in the mood for “jingle bells” today. I grab an empty chair at the bar and order a shot of Glenlivet.

'What’s with the grim face, Tony?'

It didn’t last long. Peter approaches holding a bottle of beer in his right hand. I can’t lie to him. He’ll see right through me.

'She’s gone, Peter. I’ll never see her again.'

'Oh, come on! There’s plenty of fish in the sea. Here, I’ve got something that might cheer you up.'

He puts down his beer and reaches into his leather jacket, pulls out a crumpled piece of paper and hands it to me. Just a short note written on it, smeared bold letters read “GZA-220”.

'What’s this?'

'I was going to give this to Sanchez, but looks like you need it more.'

Sanchez. He’s been stealing assignments from me for months laughing it up while I’ll cry myself blind, bored to death, working day in and day out on those seemingly insignificant backend nuisances. I might relish this, just to get back at him.

'Come on! Look it up.'

It turns out to be a task ID on JIRA, the project management system we use internally. I put my machine on the desk, start up the browser and navigate straight to the task page.

'It‘s a frontend task,' I mumble out of pure surprise.

'You might need some change,' he says.

He’s right. I need something to regain focus. A new kind of challenge.

'Ok. Assign that to me. I’ll do it.'

The task is as follows. A website is composed of horizontally stacked regions each having a background colour setting defined by the editor. When hovering over the areas with a blue background setting a radial smudge should follow the mouse cursor in the background.

I don’t waste any time and quickly employ my usual routine: look it up on Google. Surely someone’s already done something similar, and I don’t want to waste my precious time. I’ve got to get back to feeling sorry for myself.

Here it is, right off the bat, almost the exact same thing. But after a quick investigation, I find it uses CSS, and a transform style attribute changes as I move the mouse around. While this looks good, I’ll try another approach, draw directly on canvas and check how this performs. So for every blue region, I just add another "canvas" and resize it so that it covers the whole background area. A global variable will keep track of the smudge’s position and other movement data.

I’ll set up my mouse move listener and a draw loop and quickly find out that scrolling the document leaves my smudge hanging motionless. I need to treat the scroll same as a vertical mouse move.

It’s getting serious now. I light up a cigarette.

I used to be a non-smoker. Then I met my buddy George back in April. We had a couple of drinks, and he offered me one of his Luckies. Now I’m sucking them down like there’s no tomorrow. Two packs a day.

I've been sitting here for two hours already. Time passes by so quickly when the mind is busy. I’ve got something going on, but I see problems already. We might have multiple disconnected regions on the same page, and the effect has to flow through them seamlessly. I have to track the global coordinates and just draw the damn thing with a local offset. If the regions are far apart, the smudge might not be visible in all of them at once. No sense in redrawing the canvas if the thing is entirely out of its bounds. We can calculate if the smudge is inside of each rectangular region and omit to redraw it when they don’t overlap. I find some useful math shenanigans on StackExchange and plug it in.

My complete draw loop looks like this:

A figure reflects in my excessively glossy Dell XPS screen.

'What going on here? Is it still 2015? Ever heard of requestAnimationFrame()?'

Douglas. His real name is Bob-Douglas, but I just call him Dick. Funny guy. Rumors go he can recite the complete team channel conversation from Slack by heart.

'What are you talking about? No, I’ve never heard of it… I’ve never heard of anything. I don’t even know what I’m doing here.'

Let’s see what Dick is trying to tell me. According to the documentation, by calling window.requestAnimationFrame() you’re telling the browser that you wish to animate something and that the specified callback should be invoked before the repaint. This is better for performance reasons as requestAnimationFrame() calls are paused when running in background tabs.

This approach needs a little adjustment. If I keep calling requestAnimationFrame() the browser will try to keep up with my screen’s refresh rate and the animation is too quick. I’ll slow it down to 60Hz by checking the timestamp parameter that gets passed into my callback. Much better.

My job here is done. I close the lid, take another shot of whisky and head out on the street. I’ve got to find her. I’ve got to see her again. Don’t try to stop me and don’t you come looking for me. It’s a big city, and I’ll be hiding in the shadows. The best chance you’ve got is hearing the receding echoes of my footsteps as I fade into the darkness.


Can you spot the stalker?


Categories: Drupal

Vimeo Upload

New Drupal Modules - 12 January 2018 - 1:57am

Javascript based upload to get a video URL from Vimeo without having to upload it on Drupal first. The result URL can then be used with Video Embed Field or Media Entity Vimeo.

Work in progress

Categories: Drupal

Roman Agabekov: Making your Drupal web server secure, step by step

Planet Drupal - 11 January 2018 - 10:53pm
Making your Drupal web server secure, step by step

In the previous article, we covered How to stay out of SPAM folder? and today we will learn how to secure our Drupal web server.

Setting up Firewall

So, we have Debian OS powering our Drupal web server, and we need to make it secure, adjust everything so as to minimize all risks. First of, we want to configure the firewall. Basic stuff. Our "weapon of choice" here is IPTables.

admin Fri, 01/12/2018 - 06:53 Теги
Categories: Drupal

Freelock : The Spectre of a Meltdown

Planet Drupal - 11 January 2018 - 4:31pm
The Spectre of a Meltdown John Locke Thu, 01/11/2018 - 17:31

The news was supposed to come out this Tuesday, but it leaked early. Last week we learned about three variations of a new class of attacks on modern computing, before many vendors could release a patch -- and we come to find out that the root cause may be entirely unpatchable, and can only be fixed by buying new computers.

Disaster Recovery Drupal Planet hacked site maintenance Meltdown Security Spectre
Categories: Drupal

Drupal Commerce: Drupal Commerce 2.x: 2017 in review

Planet Drupal - 11 January 2018 - 3:45pm

Now that 2017 is over and we’re back from our well deserved holidays, it’s time to look at what the Drupal Commerce community accomplished over the past year.

There is no doubt that Drupal Commerce is one of the largest and most active projects in the Drupal community. The #commerce channel is now the most active channel on the Drupal Slack, with 550 members. Over a hundred modules have received contributions from several hundred contributors working for dozens of different agencies. Just a few months after the initial stable release, there are over 2000 reported installations with new case studies appearing every week!

Let’s take a closer look.

Categories: Drupal


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