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Hidden Language

New Drupal Modules - 13 August 2014 - 3:30am

This module allows site admins to hide languages from end-users. As opposed to disabling language content editors still can translate content to that language. It's useful if you don't have entire website translated.

Categories: Drupal

Entity Input Filter

New Drupal Modules - 13 August 2014 - 2:57am
Concept

This module provides an input filter which allows for the automatic insertion of properties/field values from any entity present on the site. The idea behind this module is to ensure that text referencing an entity is updated when the entity is updated.

Categories: Drupal

Designing a 2D Jump - by Mohan Rajagopalan

Gamasutra.com Blogs - 13 August 2014 - 2:29am
Some thoughts on designing a jump in a 2D platformer, including a technique called "Degrees of Freedom" to understand the choices a designer can make when creating a mechanic.
Categories: Game Theory & Design

Was Localizing Defender's Quest Worth It? - by Lars Doucet

Gamasutra.com Blogs - 13 August 2014 - 2:01am
We localized our game into 6 languages. It was worth it.
Categories: Game Theory & Design

Pedro Rocha: Split Views filters and sort options in different blocks with Drupal

Planet Drupal - 13 August 2014 - 12:02am
When i found that exposing the Views filters as a block, to use as a search block for a Search API page, would show the sort options together, i thought: "Oh sh**". I instantly thought that it would be painful to get a "specific use case" like this one working quick. But i'm working with Drupal, right? hehe In 3 steps, the solution was simple, by the community:
Categories: Drupal

King execs struggle to explain why the Candy Crush maker is flagging

Social/Online Games - Gamasutra - 12 August 2014 - 4:40pm

King is taking a beating on the stock market thanks to the softness in Candy Crush Saga's bookings. What did the execs have to offer investors? Not much reassurance. ...

Categories: Game Theory & Design

MariqueCalcus: Our first Drupal 8 theme get updated

Planet Drupal - 12 August 2014 - 3:34pm

Today we are excited to announce the latest release of our Drupal 8 theme Prius. The last build support the freshly baked (Drupal 8 Alpha 14). The migration from alpha13 to alpha14 was pretty smooth. We just run into some weird issues that we've traced down to the libraries implementation. We'll explain how we fixed it to prevent you from some Drupal headaches.

Check out the code on drupal.org or read our dedicated blog entry if you want to find out more about our first Drupal 8 theme.

Read More...
Categories: Drupal

King's stock loses over 20 percent on Candy Crush Saga weakness

Social/Online Games - Gamasutra - 12 August 2014 - 2:39pm

Investors spooked by company missing analyst revenue estimates, and in particular by Candy Crush Saga item sales seeing a downturn that the company couldn't offset. ...

Categories: Game Theory & Design

Config menu link

New Drupal Modules - 12 August 2014 - 2:29pm
Categories: Drupal

Propeople Blog: How We Use Vagrant In Our Drupal Development Workflow

Planet Drupal - 12 August 2014 - 10:36am

A lot of Drupal companies have started adopting virtual development environments. This has a lot of benefits for unifying the way people collaborate on projects. The main idea behind it is to have everyone working on the same environment, following the same production set up. Using a virtual environment, you can standardize what versions of PHP, MySQL, Apache, Nginx, Memcache, Varnish, Solr, Sass/Compass libraries, etc. are used. This way, you do not have to worry about things like setting up your front-end developer on their Mac, Windows, or Linux machine with a bunch of software for a particular project. In this article I would like to share some thoughts on how we at Propeople utilize Vagrant, an open-source software that we use to create virtual development environments.

 

Starting point

When we start a Drupal project, we do not just keep the Drupal codebase in the repo. We also keep configuration files of Vagrant and the Drupal repo. We use configurations from puphpet.com as a starting point but add some customizations on top. Based on our production set up (version of operating system, web server, PHP versions) we generate configs and then adjust them to our needs. One example of such a code structure can be seen at https://github.com/podarok/ppdorg. Here is the basic structure:

 

IP address and tools

We use a virtual host for the project. For example, after bringing up the virtual machine, we can use the URL http://ppdorg.192.168.56.112.xip.io  to access our development site. We use the xip.io service for building host names. In some projects, we also put a custom index.html so when you open http://192.168.56.112.xip.io you will see the list of tools available for the site builder.

 

Tools

We usually set up tools like Adminer.php, phpinfo.php and some others for developers. One of the regularly used scripts we include is a reinstall of the site (we build our sites as installation profiles) and pull_stage.sh – a script to pull the database and files from the staging or live environments.

 

Pull from staging

On Vagrant Box we install Drush and use it for syncing of the database and files from the remote environment. In order to have SSH login to that environment, we also copy the SSH keys to vagrant box. This can be done by adjusting the puphpet/shell/ssh-keyget.sh script by adding the following to the end of the script:

echo "Copy box ssh keys to ${VAGRANT_SSH_FOLDER}"
cp ${VAGRANT_CORE_FOLDER}/files/dot/ssh/box_keys/* ${VAGRANT_SSH_FOLDER}/
chown "${VAGRANT_SSH_USERNAME}" "${VAGRANT_SSH_FOLDER}/id_rsa"
chown "${VAGRANT_SSH_USERNAME}" "${VAGRANT_SSH_FOLDER}/id_rsa.pub"
chgrp "${VAGRANT_SSH_USERNAME}" "${VAGRANT_SSH_FOLDER}/id_rsa"
chgrp "${VAGRANT_SSH_USERNAME}" "${VAGRANT_SSH_FOLDER}/id_rsa.pub"
chmod 600 ${VAGRANT_SSH_FOLDER}/*

We generate keys, placing them in puphpet/files/dot/ssh/box_keys. Then we add the public key to our staging server and that is it. It is possible to “Vagrant SSH” to the box and then run the script to keep your database and files up to date.

When we pull a database from staging we, of course, sanitize email addresses and adjust settings (for example, switching to Sandbox environments of third party systems that we integrate with, etc.).

 

Drupal's settings.php file

On the Drupal side, we also create a sites/default/dev_settings.php file with all the settings for the database, memcache and any other parameters needed for development. So the only thing developers need to do is to copy this file to settings.php and run the reinstall.sh script to set the site up.

 

Configuration changes

Let’s say we have added memcache to the project, or Apache Solr. The only thing that we need to do is to commit the Vagrant configuration changes to the repo and ask everyone to run “vagrant provision”. Doing this will set everyone's environment to the current state. This is why we love Vagrant and see the benefits of using it every day.

 

Downsides of Using Vagrant

We need to have enough RAM. Usually we assign 1Gb for each box. Preferably, a development machine should have 8Gb of RAM because some of our projects have multiple boxes. Another preferable thing is having SSD. What this means is that if you have pretty decent laptop, you should have everything in place to try Vagrant out.

 

Conclusion

We find using Vagrant to be extremely effective. It allows our teams to work together more efficiently to deliver some of the biggest, most complex Drupal projects in the industry. Adopting a virtual development environment has had a positive effect on our development workflow, getting rid of past pressure points in our process. To learn more about how we can help your Drupal project succeed, please contact us.

Tags: VagrantDrupalDevelopmentService category: TechnologyCheck this option to include this post in Planet Drupal aggregator: planetTopics: Tech & Development
Categories: Drupal

Views: Content Translation Fallback

New Drupal Modules - 12 August 2014 - 10:29am

This module is a duplicate of Select translation. We recommend you use that one instead!

This is a Drupal extension that provides a simple Views filter that handles complex content negotiation rules for you. Use this module if you use content translation and want to filter Views down to the current site's language, but also wish to fall back to showing content in the site's default language in cases where a translation set doesn't include a piece of content in the current language.

Categories: Drupal

Games For Girls? How About Games For Everyone? - by Mary Lee Sauder

Gamasutra.com Blogs - 12 August 2014 - 9:56am
How can we, as an industry, make games more accessible for women and young girls?
Categories: Game Theory & Design

Big Ideas, or How We Weren't Ready for the Far Cry 4 Box Art - by James Ulwick

Gamasutra.com Blogs - 12 August 2014 - 9:36am
Discussing how Ubisoft took a risk with Far Cry 4's box art, and what it says about us as gamers that the risk didn't pay off.
Categories: Game Theory & Design

Radiangames' Mobile Sales Numbers - by Luke Schneider

Gamasutra.com Blogs - 12 August 2014 - 9:06am
Actual sales numbers for all my self-published mobile games through early July 2014.
Categories: Game Theory & Design

Stanford Web Services Blog: How I learned the hard way to create reusable classes

Planet Drupal - 12 August 2014 - 9:00am

Drupal is (in)famous for providing an egregious amount of class selectors to target every layer imaginable in its rendered HTML. Some superstar culprits are Field Collections, Field Groups, and complex Views. When we see so many handy, available selector classes, it's so tempting just to target them directly in your CSS. But today, I want to share a lesson I learned the hard way about why you've just gotta resist that temptation, and instead create reusable classes.

Categories: Drupal

What Could Be Better Than COPPA? Ever Heard of CalOPPA? You Will! - by Roy Smith

Gamasutra.com Blogs - 12 August 2014 - 8:55am
The days of blissfully making apps that grab private user data as needed are over. Let’s get on with the business of making great games designed with privacy in mind. This week I cover another little-known privacy regulation game devs should know: CalOPPA
Categories: Game Theory & Design

Chambara Postmortem - by Kevin Wong

Gamasutra.com Blogs - 12 August 2014 - 8:22am
Kevin Wong discusses the development process of Team Ok's BAFTA-nominated Dare to be Digital stealth-game.
Categories: Game Theory & Design

Trellon.com: Avoiding Sass Version Differences with Bundler

Planet Drupal - 12 August 2014 - 8:07am

If you are doing a lot of theming in Drupal with Sass and Compass, there's a good chance your stylesheets rely on specific versions of gems to compile properly. Mixins and functions can change, and sometimes gems rely on specific versions of other gems to work properly.

Categories: Drupal

Wellstone City Adventure Deck

New RPG Product Reviews - 12 August 2014 - 7:01am
Publisher: Silver Gryphon Games
Rating: 5
Creating the sort of complex adventures that work best in the underbelly of places like Wellstone City isn't easy, and even the most creative of GMs sometimes needs a bit of a hand, a few ideas to spark creative juices... and this product is designed to aid the process. It doesn't generate complete adventures for you, it provides some randomised 'plot highlights' for you to weave into a story that is still YOUR story and yet quintessentially one set in Wellstone City too.

Here's how it works. Grab a deck of playing cards and give it a good shuffle. Your first round of draws determines the 'inciting incident' - the event that sparks off the whole adventure to follow. It takes five cards in all, building various aspects of that incident: history and borough, perpetrators, what happened, to whom, and finally the time and location.

Once this has all been established, further draws can be made to determine the reason for the inciting incident (which may of course turn out to be more significant than the incident itself), a secondary reason, various complications and, of course, what is the reward for completing the adventure successfully. You may find that as soon as the first few cards are drawn, a whole plotline springs into life - well, run with it. Or later draws may give you ideas that do not mesh with the initial results. So what? You are not bound to the results of the draw, this is merely a tool to aid in adventure planning.

As such a tool, this is a good one dealing well with the style of adventure that fits this setting. Options open out as you read through, never mind once you get the cards out. Yes, there is still some work to be done before the adventure is ready for play, but you'll have a solid framework on which to build. A neat addition to the GM's library, whether you play the original Æther game or run it under the Savage Worlds ruleset.
Categories: Game Theory & Design

CMS WYSIWYG

New Drupal Modules - 12 August 2014 - 7:01am

WYSIWYG configuration Feature based on CKEditor 4. Built for the Drupal CMS Kickstart installation profile but designed to also be usable as standalone feature on any Drupal website.

Categories: Drupal
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