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Acquia: Composer – Dependency Management in PHP

Planet Drupal - 23 September 2014 - 8:22am

Today's article is all about a fabulous tool for dependency management in your PHP projects. Composer solves the problem where you add a library to your application but it depends on this specific version of some other library, which also uses the yaml stuff, which needs ... you get the picture!

Composer helps us keep track of what external code our application relies on, and get it installed the right way on every copy of that application. This article will show you how to use Composer successfully in your own projects.

Categories: Drupal

The Game Designer’s Blind Spot, Or “How To Shoot A Puck” - by Marc Breaux Blogs - 23 September 2014 - 7:51am
In this week's PuckMania developer's blog, we describe a situation where we had to abandon a game design mechanic that we liked very much early on, due to play testing feedback.
Categories: Game Theory & Design

Phase2: Come Hack With Us On Distributions At DrupalCon Amsterdam!

Planet Drupal - 23 September 2014 - 7:21am

Here at Phase2, we believe that Drupal distributions have the potential to shift the playing field. However, one of the Drupal projects biggest challenges right now is awareness of its capabilities and value. As Tom Erikson discusses in his AMA a couple months ago:

“For Drupal to remain relevant we need to ensure that it competes well in [the market], and that the marketing and awareness of Drupal … improves dramatically.”

We see specialized distributions as a vehicle to market Drupal in an engaging and accessible way to the market. The usability, ease of setup, and specialization inherent in distributions helps Drupal compete in the greater software market. As we push to make user experience a major asset in Drupal 8, we have an amazing opportunity to build on the progress already made in so many of the distributions out there. Phase2 has recently made usability and UX improvements for Open Atrium and OpenPublic, and we are excited to see where we can take Drupal distributions next, as a community, laying the groundwork for Drupal 8.

Phase2 has always believed it is vital for Drupal distributions to be community-driven endeavors. For this reason, I am excited to announce that Phase2 will be kicking off DrupalCon Amsterdam with a Distribution hackathon!

The hackathon will start at 3PM on Monday September 29th, and will continue throughout the afternoon and into the night.  We’re asking folks to get together and hack on install profiles, distributions and Apps to move Drupal forward. There is a lot of really awesome sprinting happening at DrupalCon already and we look forward to participating with the Drupal community.  If you are interested in learning more about the Phase2 hackathon at DrupalCon Amsterdam, check out the program page and agenda to register for a spot!

Categories: Drupal

Optimizing Tower Defense for FOCUS and THINKING - Defender's Quest - by Lars Doucet Blogs - 23 September 2014 - 7:16am
Best practices for Tower Defense game design, as long as you share the same highly opinionated design goals as me.
Categories: Game Theory & Design

On Steam Curation, what I think it changes - by Mike Bithell Blogs - 23 September 2014 - 6:49am
Some thoughts on Steam Curation, and the effect it has on marketing for indies.
Categories: Game Theory & Design

Digett: 4 Challenges with a Webform Project, Part I

Planet Drupal - 23 September 2014 - 6:42am

I like Javascript. There, I said it. It’s all out there floating across the internet, and no doubt my kids will mock me for it twenty years from now when they’re busily developing code via direct brain-link. For now, though, I find it to be a remarkably versatile problem solver for things that just aren’t quite handled by the default behavior of your favorite framework or CMS.

read more

Categories: Drupal

Drupalize.Me: How to Add Responsive Tables to Content in Drupal 8

Planet Drupal - 23 September 2014 - 6:30am

It is claimed that "every HTML table in Drupal 8 is responsive." What this actually means is that tables in the Drupal 8 admin UI are responsive and also that in Views, if you select a Table format, you have the opportunity to prioritize columns that will hide upon reaching narrower breakpoints. The strategy that is employed is that of adding "priority" classes to table cells and a "responsive-enabled" class to the table tag. At a tablet breakpoint, the "priority-low" table columns will hide and at the mobile breakpoint, the "priority-medium" columns will also not display.

Categories: Drupal

What does your App Store page say about the quality of your game? - by Mike Souto Blogs - 23 September 2014 - 6:18am
The importance of your App Store presentation page should not be overlooked. It creates a first impression to a potential buyer. If it looks messy or the translations aren't correct, then you could lose out on sales. Here are a few things to bear in mind.
Categories: Game Theory & Design

No Fun - by Ivan Slovtsov Blogs - 23 September 2014 - 6:06am
Maybe we've had too much fun lately? Maybe we should try something else now?
Categories: Game Theory & Design

Aggregated Field

New Drupal Modules - 23 September 2014 - 5:39am

This module defines a field which aggregates values of other multi-valued field into one value of the field.
The following aggregations are available:

  • First item of the field
  • Last item of the field
  • Minimum item of the field
  • Maximum item of the field
  • Computed by the custom function

The possible usage of the aggregated field:

  • Views sort filter which must be performed by single-valued field but the real data field is multi-valued
Categories: Drupal

Alternate Dungeons: Haunted House

New RPG Product Reviews - 23 September 2014 - 5:27am
Publisher: Raging Swan Press
Rating: 4
Originally published at:

Unless characters are very low level, it’s pretty hard to pull off a proper haunted house in Pathfinder or Dungeons and Dragons, Third Edition. After all, Paladins, Clerics and Necromancers all have special abilities versus the undead, and typical denizens of a haunted house (Ghosts, Spectres, and Poltergeists) are a bit too much for someone at Level 1 or 2. Even Ravenloft, the gothic horror campaign setting for AD and D 2e, didn’t really do so much with haunted houses, as it would be a dungeon crawl in a sprawling manor or castle. This is why haunted houses tend to be better left to games like Call of Cthulhu, Chill, Shadows of Esteren or Hunter: The Reckoning. Of course, this doesn’t mean a good haunted house is impossible with a d20 system – just that it’s very hard to make a high quality one that espouses feelings of horror and terror. This is where Raging Swan Press’ new supplement comes in handy. Alternate Dungeons: Haunted House is a short, twelve page PDF that breaks down into five distinct categories to better help an enterprising DM come up with a haunted house that is scary, yet fits into a system where a starting level character can make zombies run in fear of their holy power.

Alternate Dungeons: Haunted House is a short piece, but you do get two versions of the PDF when you purchase it. The first is optimized for printing, while the other is optimized for screens, such as your desktop, laptop or e-reader. Visually, there isn’t really a difference between the two, but the print one is a larger file, due to higher resolution images. Both are bundled together, but the only time you should open the print version is when you’re planning to well, print a copy of this off.

The first section is “An Alternate Dungeon,” and it gives details on what a haunted house is in high fantasy terms along with how to run one like a dungeon. I do strongly feel that if you run a haunted house in a manner similar to a dungeon crawl, you’re very much missing the point of one, but Alternate Dungeons: Haunted House does things far more to my liking that most attempts at horror in a d20 system. This is because the piece tries to obscure the fact that one of its haunted houses is still a dungeon crawl, while still helping a d20 oriented GM run a spooky manor or long abandoned castle with the terminology and jargon they are used to. This means the overall experience is definitely less of one that you would get from a system or game that is geared for horror/terror, but it’s also leaps and bounds above anything of the sort I’ve seen released for Pathfinder so far. It’s not a knock on Pathfinder as a system – just that horror is harder to pull off than say, Call of Cthulhu, because it’s not expressly designed for it, whereas CoC IS.

Also in “An Alternate Dungeon” are examples of how to spruce up the location with special powers to circumvent typical PC actions. Cursed mirrors, penalties to divination and Detect Magic spells. Even animated objects and weakened floorboards make it in here. There is a really nice list of atmospheric options coupled with mechanics to help a Pathfinder GM make a spooky house. Unfortunately, some obvious options, like penalties to turning undead or other ways of nerfing clerical/necromantic magic are missing here, which is a significant oversight. This section ends with a list of lootable goods that one would normally find in a haunted house. It’s a decent list, but again, incomplete. No mention of any ancient grimoires, spellbooks or cursed objects for example. So this could have been fleshed out more, and longtime horror gamers will spot these flaws outright, but what’s here is still really good, especially for those new or inexperienced at running a haunted house based adventure.

“Dressing” gives you a list of ways haunted houses come to be, such as curses, murder, suicide or other tragic events that may have occurred within the home’s walls. This section also includes a d100 chart of haunts. It’s a well-made and versatile list that should serve newcomers well, although veterans of horror gaming will probably want to pick and choose to create a more cohesive piece.

“Denizens” is a list of eight possible creatures that would be inhabiting a haunted house. The CRs range from 2 to 9, with an interesting mix of options. Some are fairly obvious, like the ghosts and wraiths. Some are less obvious, like vampires, witchfire and shadow demons. Again, this should really be helpful to a newcomer who is plotting their first haunted house adventure out.

“Traps and Hazards” are just what you might expect, but with a haunted house motif. Bleeding walls, collapsing floors and pit traps are just some examples of what await you in this section. I’m kind of surprised things like falling chandeliers, shattering mirrors and secret wall based traps didn’t make it into this section. There are three new haunted house oriented haunts that appear here: anguish, dancing décor and slamming doors. I would be honestly surprised if these hadn’t been done already in some other d20 supplement for horror gaming, but I can’t think of one, so it’s great to see these haunting tropes given d20 mechanics.

Finally, we have “Adventure Hooks,” which give you three short synopsis that a GM can flesh out and turn into full fledged adventures. Obviously, these will take a bit more work than purchasing an already written adventure, but for those of you who are suffering from writer’s block or are taking the first steps into homebrewing adventures, what’s here are some basic elementary ideas that should get your creative juices flowing. I personally like The Seaside Massacre best, but if you find one that leaps out at you, you should definitely use it!

Overall, Alternate Dungeons: Haunted House is one of the best horror minded supplements I’ve seen for Pathfinder in many years. It really tries to hide the flaws that come about when you try to do horror with the d20 system while also accentuating the system’s strengths. Veterans of classic horror systems won’t find much here to use except some specific d20 mechanics, while newer, less experienced or more casual horror gamers are the perfect target audience for this piece. Alternate Dungeons: Haunted House can really help make a spooky old mansion become more than just a generic dungeon crawl with a new coat of paint slapped on it. Just in time for the Halloween season, no less!
Categories: Game Theory & Design

Mogdesign: The next chapter of Mogdesign

Planet Drupal - 23 September 2014 - 2:46am
Last week was exactly 9 years since I started Mogdesign. My goal was to deliver innovative projects for happy clients that would stay for years. Fast forward a few years later we had a proper company, an amazing team including my co-founder David Lukac and nearly every Drupal expert there was in Slovakia.  
Categories: Drupal

Wunderkraut blog: Healthy sprinting at DrupalCon Amsterdam

Planet Drupal - 23 September 2014 - 1:53am
Two months ago, I suggested alternatives to the usual food available at Drupal sprints. Instead of eating pastries and pizza, eating the right foods can help you sprint harder and longer as well as guard against Drupal flu. WunderKraut helped me kick off the Healthy Sprinting initiative by kindly sponsoring the sprint snacks at Drupalaton. It felt great to be able to contribute to Drupal 8 in a new by helping core contributors stay sharp and healthy!

Fresh fruits waiting for you in the sprint room, thanks to @Wunderkraut!

— drupalaton (@drupalaton) August 7, 2014

@lewisnyman @drupalaton @Wunderkraut Thank you so much for organizing that; it's very, very much appreciated! :)

— Wim Leers (@wimleers) August 8, 2014 Bigger and better at DrupalCon Amsterdam For DrupalCon Amsterdam, we're going to take all the feedback and lessons we learned at Drupalaton and put it to good use. WunderKraut are sponsoring the snacks again on the pre-and-post conference sprints (excluding Friday). The pre-and-post sprints are taking place in Berlage workspace and we have more control over the food we are able to provide. I'm aiming for more packaged snacks and store bought fruit, rather than the buffet style fruit salad and mixes supplied in Balaton. If you have any suggestions or recommendations of nice snacks that you'd like to see, please let me know in the comments or on twitter.
Categories: Drupal

Thoughts from the Tip Jar: Pearls of Wisdom

RPGNet - 23 September 2014 - 12:00am
More data, and other publishers speak out.
Categories: Game Theory & Design

First 24hrs: Results from Steam's Update - by Andrew Spearin Blogs - 22 September 2014 - 11:46pm
Hard numbers on how Steam's changes are noticeably working for this indie developer.
Categories: Game Theory & Design

Last Call Media: NERDSummit 2014: A revolution in our DrupalCamp!

Planet Drupal - 22 September 2014 - 2:47pm
NERDSummit 2014: A revolution in our DrupalCamp!

(The following is an except from a much larger essay, in progress, titled We Sold Drupal to the World.) 

Regarding our community we can ask ourselves the following questions:

Are our events too intimidating?

Here in the New England web developer community, we tried to answer these questions with a new web developer conference. We called it the New England Regional Developer Summit (NERDSummit). The first thing we did was we made the scope wide, covering multiple technologies rather than focusing on just one. So, for example, instead of just focusing on Drupal, the conference included the WordPress and Joomla! communities, as well as many general topics in things like Ruby, Rails, Django, Python, Node.js etc.

The choice to expand our camp's scope reduced the intimidation factor common to these types of events. An event about a single technology is likely to feel to have a large number of attendees who know the technology very well. Rather than feeling like it will be a larger number of people to help one who is learning, a beginner is likely to feel instead that they will be getting in the way and frustrating others with their inexperience. An event about multiple technologies changes this dynamic in that the knowledge hierarchy becomes distributed and irrelevant as a hierarchy at all. A group with expertise in one of the event’s technologies, for example, could in fact be a small influence on the event as a whole.

Are our events inclusive enough?

Diversifying the event’s content also made the event more inclusive. An event about a single technology presupposes that one has “chosen” that technology to some extent. It excludes, typically unintentionally, people who have not chosen it and are still deciding and, intentionally, people who have chosen another technology. By leaning more towards “something for everyone,” an event can draw more people and be a place where things are discovered and chosen. 

We think people should choose what we’ve chosen, but there needs to be a place where it is actually a choice.

The point here is not to change the events that focus on a single technology, but just to say that an event that focuses on many technologies is less intimidating, more inclusive and more likely to bring new people into the industry.

Do our events champion a Code of Conduct?

For NERDSummit, we made a big deal about our Code of Conduct. We put it in places where it couldn’t be avoided. We focused on it at registration and in each day’s opening remarks. We spent time with it, as organizers, to understand it and then worked with volunteers to pass that understanding along.

There is a common fear that having a Code of Conduct in this way will lead people to believe that there are problems in the community, and that, if there are no problems, then there should be no Code of Conduct. Beside the fact that there are problems in every community everywhere, there is another angle to look at this that is very important.

Things work because we make them work.

Good consistent results take intentionality. A Code of Conduct is an example of that intentionality. It is saying, in writing, officially, how we will behave and what we will not tolerate. It is accepting and agreeing to it as a community and standing by it, adhering to it, making it real and making it work.

This is important to a lot of people. Championing a Code of Conduct makes this industry a more reasonable place to be for people who would otherwise find home elsewhere.

Are we giving our events the credit they deserve?

With career paths and fields of study, relevant to the web development industry, being non-existent in most places; our meetups, camps, summits, and conferences etc are critically important to how open source works. It is within the events that we are bringing people in and we are teaching ourselves how to thrive. We are doing it and we are doing it ok, but we need to do better.

Our events are where people are finding their way into a whole new IT career or just a new IT skill set. We need to recognize the importance our events have in making open source sustainable by bringing new talent in. To support open source better, we need to work to do our events better, we need to bring in more talent. 

How did NERDSummit do with bringing more people in?

The NERDSummit is a direct expansion of its local area’s Western Mass Drupal Camp. Here are some comparisons between the 2013 camp and the 2014 summit.

NERDSummit 2014 Unique visitors: ~500

Western Mass Drupal Camp 2013 Unique visitors: ~250

This is reasonable considering the expanded scope and the length of the event going from one day in 2013 to three days in 2014.

NERDSummit 2014 Women visitors: 37%

Western Mass Drupal Camp 2013 Women visitors: 15%


NERDSummit 2014 Women speakers: 34%

Western Mass Drupal Camp 2013 Women speakers: 8%

This was a huge improvement over the year before and is pretty high for open source conferences in general. DrupalCon Austin, for example, left behind its historic 8% female conference attendance by achieving 20%.

NERDSummit additionally had 12% youth in attendance, with a subset of that taking advantage of onsite childcare.

While the area in New England where NERDSummit was held, Western Massachusetts, is fairly progressive. It’s clear that something we did worked.

We diversified the content to diversify the attendance to, hopefully, diversify the community.

Feedback so far has been overwhelmingly positive and we are collecting more organized feedback now. While we did pretty well drawing in more attendees and a better gender balance, NERDSummit was still fairly homogeneous in terms of race and class. NERDSummit 2015, and the years to come, will focus on reaching new communities in addition to further diversifying the ones already in attendance.

We hope to continue to see our efforts bringing more people into the industry, but also effecting changes that improves the number of people who stay. If open source is going to be a solution made by the world and for the world, it will need to be supported by the world, the whole world, and not just a privileged subset of the population. While some are working on solving the “talent shortage” and others are working on better recruiting, how we function as an IT community is one place where we can all take responsibility and make a big impact for the better.

Categories: Drupal

Mass Password Change

New Drupal Modules - 22 September 2014 - 2:10pm

This module supports mass user operations for accounts page (admin/people) and Views Bulk Operations (VBO).

Module prevent change admin (uid=1) user password.

  • Reset password (one-time login link).
  • Change password.
Categories: Drupal

Bert Boerland: Never trust data, no matter what the source is

Planet Drupal - 22 September 2014 - 1:15pm

Drupal is becoming increasingly a backend CMS. For editers so they can easy manage their content while for example AngularJSis delivering the content. Or as a backend hup combining content from multiple sources, databases and systems.

Drupal evolved towards this from a blog alike system 10 years ago, a content type with user generated comments below. Back then everybody knew that you should filter User Generated Content and stripe the HTML if you cared about the site. Many other systems up to today however do not filter UGC good enough; user signups, search input and many other ways a user can give input ot the system.

Now Drupal is talking to other systems, combining data from multiple sources, devs still need to understand that one should ***never*** trust input data, no matter if the source is another database or a user.

Because, what could possibly go wrong with just displaying this data directly or injecting it in the database? Why should you "checkplain" the TXT fields in zone of a domain? Why?

Categories: Drupal

Drupal Easy: DrupalEasy Podcast 139: Vibraslap (Joshua Mitchell, Drupal Association CTO)

Planet Drupal - 22 September 2014 - 12:34pm
Download Podcast 139

Joshua Mitchell (joshuami), CTO of the Drupal Association joins Mike Anello, Ted Bowman, and Ryan Price to talk about his job duties, the future of user profiles, the new site and a bunch of other Drupal-y happenings.

read more

Categories: Drupal

This Week in Video Game Criticism: Do We Overuse the Term 'Interactive'?

Social/Online Games - Gamasutra - 22 September 2014 - 12:19pm

This week, our partnership with game criticism site Critical Distance brings us picks from Lindsey Joyce on topics ranging from our overzealous use of the term 'interactivity' to whether games can exist sans politics. ...

Categories: Game Theory & Design
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