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Drupal core announcements: FAQ

Planet Drupal - 28 March 2018 - 9:50am

this is a faq

Categories: Drupal

ThinkDrop Consulting: Newest version of DevShop eases Drupal update and release process.

Planet Drupal - 28 March 2018 - 9:15am
Newest version of DevShop eases Drupal update and release process. Jon Pugh Wed, 03/28/2018 - 12:15

In just a few hours, the first serious critical security update for Drupal since "Drupalgeddon" will be released.

To make this update easier for DevShop users, we've pushed out a new release with 2 features that allow you to update your sites without ever leaving your web browser: "Update, Commit & Push" and "Tag a Release".

"Commit & Push"

The "Update Drupal" button has been available in DevShop for some time, but now you can automatically commit the results by checking a box.

Categories: Drupal

GDC celebrates record-breaking attendance and confirms 2019 dates!

Social/Online Games - Gamasutra - 28 March 2018 - 9:01am

The 32nd edition of GDC is over, and in its wake organizers confirm it hosted over 28,000 attendees (a new record!) and will return next year the week of Monday, March 18 to Friday, March 22! ...

Categories: Game Theory & Design

Acro Media: Custom Product Pages in the UH+ Drupal Commerce 2 Demo

Planet Drupal - 28 March 2018 - 8:18am

Acro Media recently launched a demo ecommerce site called Urban Hipster that exhibits the incredible range of out-of-the-box functionality you get with Drupal Commerce 2 (check it out here). To make the demo even more amazing, we've also created a “Plus” version that shows you what's possible with a bit of extra work.

Some background

If you have an ecommerce business or have a product that you're trying to sell online, a product catalog could be just what you need. But if you produce your own product or you only have a few different products, a product showcase is actually a better way to demonstrate and sell your wares. It's like buying something on Amazon vs buying something on Apple: Amazon has an enormous list of products and all the pages look the same, whereas Apple has fully customized, unique pages for each item it sells.

UH Axe builder product page

When you go to buy the UH Axe on the demo, you'll bring up a unique UH Axe builder product page in the Apple style. The page talks about what the UH Axe is and what its purpose is, and then you're able to choose the type of handle you want, the handle length, how heavy the axe head should be, whether you want a sheath, etc. By the time you add it to your cart, it has become a completely unique product with all the variations that you've chosen. But it exists and is configured the same way that any other product would.

It's actually a very similar configuration as the White and Wood Chair example on the demo; it just looks completely different.

The functionality behind a lot of the extra content is a module called Paragraphs. It's similar to Panels (which a lot of people use), but a bit simpler and more streamlined. It doesn't have the same breadth of functionality, but it's easier to work with, and it lets you do all those customizations like deciding where you want to put it on the page and so on. It looks very custom, but it is surprisingly configurable through the back end.

(A note of caution: while it's mostly out-of-the-box functionality, some of the more complex design elements did require a bit of custom code. That’s why it’s on the “Plus” demo.)

Keep in mind that it's not uncommon to have both ways of viewing the product: a fancy customized page as well as a more standard catalog. People can get to the product through either route.

The bottom line

You can make awesome product pages through Drupal Commerce without a lot of effort.

 

More from Acro Media Chat with us

If you'd like a personalized tour to discuss how Drupal Commerce fits into your ecommerce solution, give us a shout. We're happy to show and tell.

Categories: Drupal

An object at rest

Adventures in Interactive FIction - 17 May 2008 - 2:03pm

So obviously, the pendulum of progress stopped swinging on my game.  As much as I tried to prevent it, pressing obligations just wouldn’t take a back seat (nor would the burglars who, a few weeks ago, stole 90% of my wardrobe and who last week stole my monitor).  So after a string of hectic weekends and even crazier weeks, this weekend has been pretty wide open for doing whatever I want to do.  And not a moment too soon!

So after doing all the other things I try to do with my weekends, I finally loaded up the ol’ Inform 7 IDE and started working on my game.  To get me back in the swing of things, so to speak, I started reading through what I’d already written.  It was an interesting experience.

Strangely, what impressed me most was stuff I had done that I have since forgotten I learned how to do.  Silly little things, like actions I defined that actually worked, that had I tried to write them today, probably would have had me stumped for a while.  Go me!  Except, erm, I seem to have forgotten more than I’ve retained.

I also realized the importance of commenting my own code.  For instance, there’s this snippet:

A thing can be attached or unattached. A thing is usually unattached. A thing that is a part of something is attached.

The problem is, I have no idea why I put it in there – it doesn’t seem relevant to anything already in the game, so I can only imagine that I had some stroke of genius that told me I was going to need it “shortly” (I probably figured I’d be writing the code the next night).  So now, there’s that lonely little line, just waiting for its purpose.  I’m sure I’ll come across it some day; for now, I’ve stuck in a comment to remind myself to stick in a comment when I do remember.

It reminds me of all the writing I did when I was younger.  I was just bursting with creativity when I was a kid, constantly writing the first few pages of what I was sure was going to be a killer story.  And then I’d misplace the notebook or get sidetracked by something else, or do any of the million other things that my easily distracted self tends to do.  Some time later, I’d come across the notebook, read the stuff I’d written and think, “Wow, this is great stuff!  Now… where was I going with it?”  And I’d never remember, or I’d remember and re-forget.  Either way, in my mother’s attic there are piles and piles of notebooks with half-formed thoughts that teem with potential never to be fulfilled.

This situation – that of wanting to resume progress but fumbling to pick up the threads of where I left off –  has me scouring my memory for a term I read in Jack London’s Call of the Wild.  There was a part in the book where Buck’s owner (it’s late, his name has escaped me) has been challenged to some sort of competition to see if Buck can get the sled moving from a dead stop.  I seem to remember that the runners were frozen to the ground.  I thought the term was “fast break” or “break fast” or something to that effect, but diligent (does 45 seconds count as diligent?) searching has not confirmed this or provided me with the right term.  Anyway, that’s how it feels tonight – I feel as if I’m trying to heave a frozen sled free from its moorings.

The upside is, I am still pleased with what I have so far.  That’s good because it means I’m very likely to continue, rather than scrap it altogether and pretend that I’ll come up with a new idea tomorrow.  In the meantime, I’ll be looking for some SnoMelt and a trusty St. Bernard to get things moving again.

Categories:

Time enough (to write) at last…

Adventures in Interactive FIction - 14 April 2008 - 3:24pm

So I didn’t get as much coding done over the weekend as I had hoped, mainly because the telephone company *finally* installed my DSL line, which meant I was up til 5:30 Saturday am catching up on the new episodes of Lost.  That, in turn, meant that most of the weekend was spent wishing I hadn’t stayed up until such an ungodly hour, and concentration just wasn’t in the cards.

However, I did get some stuff done, which is good.  Even the tiniest bit of progress counts as momentum, which is crucial for me.  If the pendulum stops swinging, it will be very hard for me to get it moving again.

So the other day, as I was going over the blog (which really is as much a tool for me as it is a way for me to share my thoughts with others), I realized I had overlooked a very basic thing when coding the whole “automatically return the frog to the fuschia” bit…

As the code stood, if the player managed to carry the frog to another room before searching it, the frog would get magically returned to the fuschia.  This was fairly simple to resolve, in the end – I just coded it so that the game moves (and reports) the frog back to fuschia before leaving the room.  I also decided to add in a different way of getting the key out of the frog – in essence, rewarding different approaches to the same problem with success.

Which brings me to the main thrust of today’s post.  I have such exacting standards for the games I play.  I love thorough implementation.  My favorite games are those that build me a cool gameworld and let me tinker and explore, poking at the shadows and pulling on the edges to see how well it holds up.  A sign of a good game is one that I will reopen not to actually play through again, but to just wander around the world, taking in my surroundings.  I’ve long lamented the fact that relatively few games make this a rewarding experience – even in the best games, even slight digging tends to turn up empty, unimplemented spots.

What I am coming to appreciate is just how much work is involved in the kind of implementation I look for.  Every time I pass through a room’s description, or add in scenery objects, I realize just how easy it is to find things to drill down into.  Where there’s a hanging plant, there’s a pot, dirt, leaves, stems, wires to hang from, hooks to hang on, etc.  Obviously, unless I had all the time in the world, I couldn’t implement each of these separately, so I take what I believe to be the accepted approach and have all of the refer to the same thing.  Which, in my opinion, is fine.  I don’t mind if a game has the same responses for the stems as it does for the plant as a whole, as long as it has some sort of relevant response.  Even so, this takes a lot of work.  It might be the obsessive part of me, but I can’t help but think “What else would a person think of when looking at a hanging plant?”

Or, as I’ve come to think of it:  WWBTD?

What Would Beta Testers Do?

I’ve taken to looking at a “fully” implemented room and wondering what a player might reasonably (and in some cases unreasonably) be expected to do.  This is a bit of a challenging process for me – I already know how my mind works, so trying to step outside of my viewpoint and see it from a blind eye is hard.   I should stop for a second to note that I fully intend to have my game beta tested once it reaches that point, but the fewer obvious things there are for testers to trip over, the more time and energy they’ll have for really digging in and trying to expose the weaknesses I can’t think of.

I’ve found one resource that is both entertaining and highly informative to me:  ClubFloyd transcripts.  ClubFloyd, for the uninitiated (a group among which I count myself, of course) is a sort of cooperative gaming experience — if anyone who knows better reads this and cares to correct what may well be a horrible description, by all means!– where people get together on the IFMud and play through an IF title.  The transcripts are both amusing and revealing.  I recently read the Lost Pig transcript and it was quite interesting.  The things people will attempt to do are both astonishing and eye-opening.  In the case of Lost Pig (which, fortunately, I had already played before reading the transcript), what was even more amazing was the depth of the game itself.  I mean, people were doing some crazy ass stuff – eating the pole, lighting pants on fire, and so on.  And it *worked*.  Not only did it work, it was reversible.  You obviously need the pole, so there’s a way to get it back if, in a fit of orc-like passion, you decide to shove it in down Grunk’s throat.

Anyway, my point is, the transcripts gave me a unique perspective on the things people will try, whether in an effort to actually play the game, to amuse themselves, or to amuse others.  Definitely good stuff to keep in mind when trying to decide, say, the different ways people will try to interact with my little porcelain frog.

Other Stuff I Accomplished

So I coded in an alternate way to deal with the frog that didn’t conflict with the “standard” approach.  I also implemented a few more scenery objects.  Over the course of the next few days, I’m going to try to at least finish the descriptions of the remaining rooms so that I can wander around a bit and start really getting to the meat of it all.  I also want to work on revising the intro text a bit.  In an effort to avoid the infodumps that I so passionately hate, I think I went a little too far and came away with something a bit too terse and uninformative.  But that’s the really fun part of all of this – writing and re-writing, polishing the prose and making it all come together.

Whattaya know.  Midnight again.  I think I’m picking up on a trend here.

Categories:

Day Nothing – *shakes fist at real life*

Adventures in Interactive FIction - 8 April 2008 - 12:13pm

Grrr… I’ve been so bogged down in work and client emergencies that progress on the game is at a temporary (no, really!  Only temporary) standstill.  I’ve managed to flesh out a few more room and scenery descriptions, but have not accomplished anything noteworthy in a few days.  Hopefully after this week most of the fires on the work front will be extinguished, and I’ll have time to dive into the game this weekend.

(She says to no one, since there’s been one hit on this blog since… it started.)

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