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flink: Gorgeous Google map canvasses for your Drupal site: just Copy & Paste

Planet Drupal - 30 March 2014 - 1:48pm

I love maps. I love gardens too.

Not keen on gardening, though.

So while the Google Maps API allows you to create beautiful map styles, that doesn’t mean I enjoy spending hours or days doing that. Plus I don’t have the artistic prowess.

But the contributors of Snazzy Maps do.

Read more and drool...

File under:  Planet Drupal
Categories: Drupal

Why ‘Worse is Better’ for Early Access Games - by Stuart Scott

Gamasutra.com Blogs - 29 March 2014 - 9:21am
How Richard P. Gabriel’s concepts of 'Worse is Better' can be applied to Early Access Games to explain the growing trend of these releases on Steam.
Categories: Game Theory & Design

OhTheHugeManatee: Drupal Dev Days Szeged, or: Why You Should Attend Every Camp You Can

Planet Drupal - 29 March 2014 - 7:27am

Today is the last day of Drupal Dev Days in Szeged, Hungary, and I’ve never been more full of the “Drupal spirit!”

One of Drupal’s greatest strengths is the closness of its’ community, how friendly and accepting they can be. Drupalcons are highlight events for many, not because of the learning as much as because of the social track: the chance to see old friends and make new ones. Even more important is the chance to experience in person this incredibly friendly community. I always loved the cons because you could approach really anybody, say “hi”, and ask them about their work with the platform. Seriously, anybody. From a new user to Dries himself.

That’s become harder and harder as Drupal has grown more popular. In a convention of more than 3,000 people, you lose that feeling of being able to approach anybody. Instead, people silo into groups. In a best case it’s a group that shares an interest in a sub-system (Rules junkies, Panels proselytizers, Features fans…), but in most cases it’s because of shared connections outside the community. You end up hanging out with the same people you knew before the con. Of course you can still have fun, but that sense of community is lost.

One of the best parts of Drupal Dev Days Szeged was the way they encouraged people to mix, cross pollinate, and discuss. In a conference of 350 people I felt like I spoke to almost all of them. I could approach even the famous visitors and talk to them like a normal human being. I borrowed VGA adaptors from Gabor Hojtsy and Wim Leers, and neither of them batted an eye at it.

This kind of experience is so great, so positive and validating, that I recommend Drupal Camps for everyone. The ticket price is cheap, the location is always nearby, and the culture is fantastic. The sessions are every bit as good as most DrupalCon sessions (many of us use the Camps as a way to practice before the Con), and you will make great new friends.

Tl;DR: Drupal Dev Days in Szeged was fantastic. If you’ve never been to a Drupal Camp event, get your butt onto drupical.com and find your nearest one today!

Categories: Drupal

The Velvet Ropes of GDC - by Stacey Mason

Gamasutra.com Blogs - 29 March 2014 - 3:21am
Underneath the flashing LEDs of the stage’s lights and the proud strutting of VIP badge-holders, I saw an industry of outsiders who have suddenly “made it” drunk on external validation and the praise of other outsiders, trying desperately to be Hollywood.
Categories: Game Theory & Design

Romero awarded Fulbright fellowship for Irish industry work

Social/Online Games - Gamasutra - 28 March 2014 - 12:54pm

Brenda Romero has been awarded a Fulbright fellowship to help develop Ireland's game industry -- a project of deep personal value. She may also be the first game dev to receive the prestigious grant. ...

Categories: Game Theory & Design

Drupal Association News: Drupal Training: The Self-Taught Solution

Planet Drupal - 28 March 2014 - 11:27am

In this blog series, we’re taking a little time to spotlight just a few of the many, many Drupal training options available today. With an emphasis on people in the community advocating Drupal and putting together programs to expand the community, we’re spotlighting a few of the dozens-- if not hundreds-- of fantastic training options out there.

Categories: Drupal

Game-designing your wedding (at GDC)

Social/Online Games - Gamasutra - 28 March 2014 - 11:22am

"What we wanted to do was create an amazing experience for the guests, to show them who we are and include them more directly in the event." ...

Categories: Game Theory & Design

Entrepreneurship is 80% sales and marketing

Dries Buytaert - 28 March 2014 - 10:29am
Topic: Startup lessonsBusinessAcquia

Background in business is a 'nice to have', not a 'must have' for an aspiring entrepreneur. I had no solid business background when I founded Mollom or Acquia (I launched them roughly at the same time).

Other than the standard things (an idea, passion and the willingness to act), the most important thing that aspiring entrepreneurs need is the understanding that 80% of entrepreneurship is sales and marketing. If as a founder, you're not obsessed with sales and marketing, you're a liability rather than an asset.

You don't have to be the best sales and marketing guy (I am far from that), but you better enjoy getting other people excited about your project, company or product. It will help you not only with finding customers, but also with recruiting a world-class team, raising venture capital, and more. So if there is one thing you should learn before starting a company, it is "sales and marketing" (in the broad sense) — and you better be passionate about it, because you'll invest years of your life to selling and evangelizing to make your company a success. Without customers or a team, you won't need any other skills, because you'll be out of business.

You need to be talking about your idea all the time. Too many entrepreneurs believe that if they build a killer product, customers will come. It almost never works like that. Smart entrepreneurs do it backwards; they find customers first and build their product only when they have customers ready to start paying. Not testing the market by selling from day one can lead to months, if not years, of wasted time and money. So stop being so secretive about your idea. You will never find your product-market fit by keeping your idea secret until it is perfect. If you're afraid of people telling you that your idea is stupid, chances are you may not be ready to be an entrepreneur.

Categories: Drupal

Forum One: A closer look at Entity Forms

Planet Drupal - 28 March 2014 - 10:27am

Almost every project we work on requires a method for capturing user information. In most cases we have a Contact form and in more general purposes the client requires additional forms for various reasons. In the past our go to for creating forms was the Webforms module. As requirements have changed, so has the need for a web form solution that is exportable using Features.

In this series I will be walking you through an introduction to Entity Forms, including installing, configuring and creating an Entity Form from scratch. Later we will explore Exporting Entity Forms using Features and then follow up with integrating Entity Forms with Panels.

Why not Webforms?

The drawback of using the Webform module ((https://drupal.org/project/webform) is that there is no consistent port of this module to Drupal 8 and from an exportable solution you cannot use Features and Webform to easily migrate changes into code an on to a development or staging environment as Webforms are node based. While you could choose to use Webform Share (https://drupal.org/project/webform_share) to import and export Webform changes, this is not ideal for our development lfe cycle.

Advantages of using Entity Forms

This is where Entity Forms is starting to look like a more viable solution. Entity Forms if you are not familiar with them, enables the end user or developer to create front-end forms in a similar manner as Webforms. However, Entity Forms provide what I think is a more rich feature set.

  • Ability to attach any Drupal Field to the Forms

  • Ability to use most field based and entity aware modules.

  • You can download submitted data to XML and / or CSV data files using View Data Export.

  • Rules based form submission notifications. Allows for complex notifications logic.

  • Rules based form access control. Allows for complex access logic.

  • Use Views to create to an administrative listing of each Entityform type Submissions for fine grain control.

The Entity form module takes advantage of the Entity API, allowing for use of the Field UI and some consistency with how we are already developing. Oh, and they are exportable as well using Features, which make placing them in code advantageous for continuous integration.

 

Installing Entity Forms

Like most modules, Entity Forms can be found at Drupal.org and downloaded by browsing to (https://drupal.org/project/entityform). Feel free to choose the download version that is right for you. For sake of demonstration I will be using the 7.x-2.0-beta2 version along with Drush to download the module into my “sites/all/modules/contrib” folder.

Note: If you do not have a “contrib” folder under your “modules” directory, you can create one or simply place the downloaded module directly into the “modules” folder.

 

One we have the module downloaded we need to navigate to “admin/modules” and enable the “Entityforms” module. Keep in mind that Entityforms has dependencies of “Entity API, Views, Chaos tools, Field UI, Field and Field SQL storage”, so you will also need to download and install the dependencies. If you want to have Forms send email to users you will also need to download and install the Rules module and finally since Entityforms uses the Fields UI, you may want to download and configure the “Email Field” module.

Configuring Entity Forms

Entityforms work much like that of a Content type in that you can configure them by creating an entityform type and add fields to it. If we navigate to “admin/structure/entityform_types” we can begin to create a new Entityform as shown in the following image.

 

 

Creating an Entity Form

For demonstration purposes we will create a new “Contact” form. To begin creating an Entityform click on “Add entityform type” and fill out the fields as shown in the following image.

 

 

 

 

  1. Name - Human readable name of our form.

  2. Redirect path - Relative path that a user is redirected to upon submission..

  3. Intro form instructions - User instructions you want to display.

 

We now are presented with multiple settings on how our new form will function. We will need to complete some or all of these sections so let’s review those now.

Access settings

Access settings control who can submit a form, whether a form is open for submissions and whether a form can be resubmitted by the same user. The controls contain the following fields and you can view the defaults I have selected in the following image.

 

 

 

 

  1. Form status - Can users submit the form. Value allows for form submission to be open or closed.

  2. Roles - Roles that can submit our new form.

  3. Resubmit action - Action to take if logged in user has already submitted our form.

Submission page settings

Submission settings control the page title and response that a user will see upon successfully submitting a form. The controls contain the following fields and you can view the defaults I have selected in the following image.

 

 

 

 

  1. Preview Page - Boolean value to show a preview page to user when they are about to submit a form.

  2. Submission page title - Page title displayed after form is submitted.

  3. Submission reply - The text that will be displayed to user upon form submission.

  4. Show submission information - Boolean value to show user submission form data.

 

Submission views

Submission views allow you to specify the view used to display submission reports to both the admin and end user. The controls contain the following fields and you can view the defaults I have selected in the following image.

 

 

 

 

  1. View for submission reports - Select the view that should be used for Submission reports. These views are customizable.

  2. View for current user’s submissions - Select the view that should be used to show users their previous submissions.

 

Draft settings

Draft settings control whether a form can have multiple drafts prior to actually submitting it. The controls contain the following fields and you can view the defaults I have selected in the following image.

 

 

 

 

  1. Draftable - Boolean value to specify whether a user can save a draft of the form.

  2. Override drat button text - Text to use for draft save button.

  3. Draft save text - Text to be displayed to user when the form is saved as a draft.

 

Menu settings

Menu settings control whether a form has a link on a specific menu for user to navigate to. The controls contain the following fields and you can view the defaults I have selected in the following image.

 

 

 

 

  1. Provide a menu link - Boolean value to provide a menu link for form.

  2. Menu link title - Title of menu link that will be displayed.

  3. Description - Alt or Title attribute that will display when hovering over menu link.

  4. Parent item - Menu that men link will belong to.

  5. Weight - Specified order of menu link within menu.

 

URL path settings

URL path settings control the url alias for both submitting the form and the confirmation page once a form has been submitted. The controls contain the following fields and you can view the defaults I have selected in the following image.

 

 

 

 

  1. Submit URL alias - URL where user can find the form.

  2. Confirm URL alias - URL user is taken to upon submitting the form. This will display a page with the settings from the “Submission page settings”.

 

Form overrides

Form overrides allows you to change some of the default values of the form including the submit button text, confirmation text and titles. The controls contain the following fields and you can view the defaults I have selected in the following image.

 

 

 

 

  1. Submit Button Text – Text to use for submit button

  2. Submission confirmation Text – Text to use for Submission Confirmation

  3. Your Submissions Text – Text to use for “Your Submissions” page

  4. Form Disallow Resubmit Text – Text to use for “You already submitted this form”

  5. Submission Delete Text –Text to use for “Delete Confirmation”

  6. Submission View Title – Text to use for page title of submission view

 

Now that we have configured our Contact form we need to add fields to it for the user to be able to input information that will be submitted. Since Entityforms utilizes the Fields UI, we should be pretty comfortable in adding fields.

Managing fields

To manage fields we need to simply navigate to the “Manage Fields” tab and add our fields as shown in the following image.

 

 

 

For our particular Contact form we added the following fields.

  1. Name - Text field with the default settings.

  2. Email - Email field with the default settings.

  3. Subject - Text field with the default settings.

  4. Message - Long text field with the default settings.

 

Finally let’s preview what our form look like by browsing to the Contact link we provided earlier in our settings as shown in the following image.

 

 

 

 

Summary


We covered a lot of information in a short period of time. Including how to download and install the Entityforms module and the dependencies it has to configure properly. We looked at configuring a new Entityform with proper settings and finished off by adding the fields through the Fields UI and previewing our new form. Next time we will look at configuring the Rules module for allowing Entityforms to notify uses by emailing them that a form has been submitted.

 

 

 

 

Almost every project we work on requires a method for capturing user information. In most cases we have a Contact form and in more general purposes the client requires additional forms for various reasons. In the past our go to for creating forms was the Webforms module. As requirements have changed, so has the need for a web form solution that is exportable using Features. In this series we will be walking taking a closer look at Entityforms.

 

 

Categories: Drupal

Blog: How to speak engineer

Social/Online Games - Gamasutra - 28 March 2014 - 10:11am

"As a non-technical person, how do you begin building a relationship with and speaking to an engineer? How do you go about the creation of a social and professional rapport?" ...

Categories: Game Theory & Design

Amazee Labs: Our Drupal Developer Days Szeged Slides

Planet Drupal - 28 March 2014 - 8:45am
Overwriting code in Drupal

On Thursday Vasi (vasi1186) highlighted methods how to overwrite the default behaviour of Drupal's core and some of the well known contributed modules.

Manage and Deploy your sites with Drush

In his session Bastian (dasrecht) explained how to setup Drush to work with remote sites and how we use it in our daily business. 

Get ready for full translated sites with Entity Translation

Drupal 8 will require only only one module for translation: Entity Translation. Michael (Schnitzel) presented our biggest learning with Drupal 7's version of the module and how by using it the transition to Drupal 8 will be significantly easier.

Pro tip: For the full experience of his presentation's animated cat content gif goodness, which Slideshare doesn't support, you can download his Keynote slides here.

Stay in touch – join our newsletter!  

 

Categories: Drupal

How to Design Brillo Point and Click Adventure Game Puzzles - by Dan Marshall

Gamasutra.com Blogs - 28 March 2014 - 7:51am
Sit back, relax, and let idiot game designer Dan Marshall talk you through his special recipe for making Point n' Click Adventure Game puzzles.
Categories: Game Theory & Design

Porting to a Mobile Touch Interface - by Jason Seip

Gamasutra.com Blogs - 28 March 2014 - 7:26am
It’s tempting to think, when porting a “click-and-drag” game from PC to mobile, that your control scheme update will be as simple as hiding the cursor, but the reality is far from it.
Categories: Game Theory & Design

Flash failed on mobile, the app stores are overcrowded, and why HTML5 is the alternative. - by Przemyslaw Szczepaniak

Gamasutra.com Blogs - 28 March 2014 - 7:02am
Accessibility nowadays becomes one of the most preferred factors, especially in the terms of mobile gaming. We have already noticed that HTML5 powered engines and games are showing on the market in much bigger numbers than in the first years of the techno
Categories: Game Theory & Design

Is it cheating to use a game engine? - by Alan Thorn

Gamasutra.com Blogs - 28 March 2014 - 6:09am
Many people think using a third-party game engine to make games is a kind-of cheating, like using a calculator in a mental arithmetic exam. This blog entry considers five arguments against the view.
Categories: Game Theory & Design

Kickstarter: InDee Toons - Animated Game Characters - by Dennis Faas

Gamasutra.com Blogs - 28 March 2014 - 4:10am
InDee Toons is a library of animated 2D game characters, ready for use in games and other media. How royalty-free game assets could make your life easier.
Categories: Game Theory & Design

Raph Koster: Musings on the Oculus sale

Social/Online Games - Gamasutra - 28 March 2014 - 3:50am

"The real race isn't over the client -- the glasses, watches, phones, or goggles. It's over the servers. It's over the operating system." ...

Categories: Game Theory & Design

$350K funding boost for Canary Islands-based game studio

Social/Online Games - Gamasutra - 28 March 2014 - 3:10am

A team of developers from the Canary Islands has secured $350,000 in funding for a new free-to-play casual game, while bringing on an industry veteran as its new president. ...

Categories: Game Theory & Design

Composing Music For Video Games: Chords - by Joe Gilliver

Gamasutra.com Blogs - 27 March 2014 - 10:23pm
So far in the series we have covered key and tempo with regards to composing music for video games. In the article chords are discussed. An understanding of the construction of chords and how they can be utilised effectively with visual media is key
Categories: Game Theory & Design

Dangerous Advice: “Worldbuild only enough to support the story.” - by Deborah Teramis Christian

Gamasutra.com Blogs - 27 March 2014 - 10:23pm
The advice to worldbuild only enough to support the needs of a story or rpg adventure is based on three flawed premises, and often results in shallow, trite settings. I critique this advice and advocate for substantive world building instead.
Categories: Game Theory & Design
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