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Deploy Check

New Drupal Modules - 21 August 2014 - 10:00am

This Drush command helps you to check typical configuration issues on production sites.

It may be useful when you inspect a legacy site and its environment or after a deployment if everything is still adjusted correctly.

For site-specific things, you can add your own checks via hook_deploy_check_list().

It is not needed to enable yet another module, so altering the inspected site, one can merely execute the command.

Categories: Drupal

GDC board members share advice for pitching a GDC 2015 talk

Social/Online Games - Gamasutra - 21 August 2014 - 9:28am

The GDC 2015 call for submissions closes next Thursday, August 28th, and to help you better prepare we've got some advice on pitching talks from a few members of the GDC advisory board. ...

Categories: Game Theory & Design

Urban Dressing: Mining Town

New RPG Product Reviews - 21 August 2014 - 8:25am
Publisher: Raging Swan Press
Rating: 5
So, what makes the mining towns in your campaign world stand out?

Here you will find some ideas to make a mining town come to life within your shared alternate reality. Suitable for use when planning the township or adventures therein, or even during play when you need to breathe extra life in to it or the party ask about something you hadn't anticipated, it works by giving you a selection of tables. These can be rolled on or you may prefer (particularly if you're planning rather than needing something in a rush) to read through and select the options that appeal most or which fit best with whatever else you have in mind.

The first one is Sights and Sounds. A full one hundred of them, ranging from a pile of abandoned picks to a collapsing shack or a line of miners awaiting a handout from a soup kitchen. Some can be mentioned in passing, many could spark an encounter if not a whole adventure.

Next is a selection of around fifty businesses. Some are mining-specific but many are of more general use: everyone needs taverns and butchers and even blacksmiths! It gives the feel of a quite rough and ready shanty-town, with an area where miners can pitch camp, a mayor who does shady deals and a guard post which views the miners as troublemakers and treats them accordingly. This table will prove useful when the party asks for the local... well, whatever... as well as providing the backdrop of a busy mining town going about its business.

Next up is Folk of Interest. Plenty of 'instant NPCs' here who can be woven into your stories as anything from the person at the next table in the tavern to the source of a whole chunk of plot. Each is described vividly in a couple of sentences although stats are limited to race, class and level - if you need more you will have to work them out for yourself. If you so chose, you could populate your town with them, and weave their stories into your own, giving the impression of a living community that exists irrespective of the presence of the party within city limits.

Finally, there are 20 Hooks, Complications and Opportunities - if the materials already supplied have not given you enough inspiration for events and encounters look here for ones designed to deliberately draw the party in and involve them in whatever is going on - anything from a gas explosion to a murder, a job offer or a green cloud that's engulfing people. Plenty of excitement here, your mining town need not be a quiet break for rest and relaxation between adventures (unless, of course, that is what you want!).

A vibrant collection of resources tailored to suit the particular environment of a mining town. Keep it to hand for the next time your party visits one.
Categories: Game Theory & Design

Game Feel Tips II: Speed, Gravity, Friction - by Mark Venturelli Blogs - 21 August 2014 - 7:26am
Stiff movement in your game is a deadly sin, so I provide a few tips to smooth that sucker out and save your soul.
Categories: Game Theory & Design

Tutorial Design for Multi-System Games - by Josh Bycer Blogs - 21 August 2014 - 7:04am
Creating a good tutorial can mean the difference of getting new fans and scaring them off. Today's post examines the difficulty of making a good tutorial and some suggestions for complex titles.
Categories: Game Theory & Design

Midwestern Mac, LLC: Solr for Drupal Developers, Part 2: Solr and Drupal, A History

Planet Drupal - 21 August 2014 - 6:40am

Drupal has included basic site search functionality since its first public release. Search administration was added in Drupal 2.0.0 in 2001, and search quality, relevance, and customization was improved dramatically throughout the Drupal 4.x series, especially in Drupal 4.7.0. Drupal's built-in search provides decent database-backed search, but offers a minimal set of features, and slows down dramatically as the size of a Drupal site grows beyond thousands of nodes.

In the mid-2000s, when most custom search solutions were relatively niche products, and the Google Search Appliance dominated the field of large-scale custom search, Yonik Seeley started working on Solr for CNet Networks. Solr was designed to work with Lucene, and offered fast indexing, extremely fast search, and as time went on, other helpful features like distributed search and geospatial search. Once the project was open-sourced and released under the Apache Software Foundation's umbrella in 2006, the search engine became one of the most popular engines for customized and more performant site search.

As an aside, I am writing this series of blog posts from the perspective of a Drupal developer who has worked with large-scale, highly customized Solr search for Mercy (example), and with a variety of small-to-medium sites who are using Hosted Apache Solr, a service I've been running as part of Midwestern Mac since early 2011.

Timeline of Apache Solr and Drupal Solr Integration

If you can't view the timeline, please click through and read this article on Midwestern Mac's website directly.

A brief history of Apache Solr Search and Search API Solr

Only two years after Apache Solr was released, the first module that integrated Solr with Drupal, Apache Solr Search, was created. Originally, the module was written for Drupal 5.x, but it has been actively maintained for many years and was ported to Drupal 6 and 7, with some relatively major rewrites and modifications to keep the module up to date, easy to use, and integrated with all of Apache Solr's new features over time. As Solr gained popularity, many Drupal sites started switching from using core search or the Views module to using Apache Solr.

Categories: Drupal

erdfisch: New module: Image widget default image

Planet Drupal - 21 August 2014 - 6:39am

As part of a client project we recently had the requirement of displaying an image field's default image in the node add form, before the user had uploaded a picture. This seemed simple enough to implement but thinking about it I realized this was quite a generic feature request and that such a module might prove useful for others. Rather by accident I even noticed that itself employs the same feature on user profile pages.

Thus, I hereby present the Image widget default image module, which does just that: If you have provided a default image for an image field and the user has not yet uploaded an image for that field, it displays that default image as a preview. Not many bells or whistle, but it works. (I can claim that, because it comes with tests. ) If it does not work for you or if you have any questions please leave a comment or open an issue on

Weitere Bilder: 
Categories: Drupal

The Perfect Game Character - by Alice Rendell Blogs - 21 August 2014 - 6:03am
An exploration of what players want in regards to game characters and how we can create more diversity.
Categories: Game Theory & Design

Code Karate: Multiple Views Part 2

Planet Drupal - 21 August 2014 - 4:47am
Episode Number: 163

In part 2 of the multiple views series you will learn how to add the jQuery needed to switch between multiple classes. By having the ability to use multiple classes, we will (in part 3) be able to use CSS to change the look and feel of the same view.

Here is the jQuery code used to switch between grid and list view:

Tags: DrupalViewsDrupal 7Theme DevelopmentDrupal PlanetJavascriptJQuery
Categories: Drupal

Newshounds #1

New RPG Product Reviews - 21 August 2014 - 4:34am
Publisher: NUELOW Games
Rating: 3
Originally published at:

Usually NUELOW Games puts out pieces for their ROLF brand, but Newshounds #1 is different. It’s actually for a system that’s not even out yet! I’m talking about d6xd6 CORE, which nearly 500 games crowdfunded earlier this month. Now you’re probably wondering how you can possibly play this when the core rules won’t be out for several months yet. Well, until the game is out you can pick up a draft copy of the rules at the game’s official website. Besides, it’s not unheard of for adventures to core out before the core rulebook. CHaosium has been doing it for Call of Cthulhu, Seventh Edition and Catalyst Games Labs has been doing it for the Valiant Universe RPG. Now, I was a backer for d6xf6 CORE but only at the PDF level. Backers who pitched in more than I received a free backer copy of Newshounds #1 in addition to Judy of the Jungle. So in fact there are two adventures for this newer than new system if you are interested. That said, the only one I received a review copy for was Newshounds so that’s why we’re looking at that.

Newshounds #1 is more than an adventure. It actually contains five old school pulp comics from 1945. All of these comics are now in the public domain and thus are technically free to anyone who wants to reprint them in a similar fashion to what NUELOW Games has done here. Each of the five comics are in black and white (save for the cover), which works just fine for me as they are pulp fiction, and I always feel they look better in greyscale than in four colour. Three of the comics are from the “Ace of the Newsreels” line (which only had eight comics, so you’re getting nearly half of the run here!), along with one entitled “Gail Porter, Girl Photographer” and another called “Copy Boy”. Quality of the comics varies from story to story and ultimately, it will depend on the reader to ascertain the quality for themselves. I can see why the “Ace of the Newsreels” series didn’t last very long in its heyday and parts of the stories have not aged well such as the dizzy danger-prone dame sidekick who always needs to be rescued by the male protagonist. It is what it is. While I’m okay with it because it is a product of its time, I know some people CAN’T so they might roll their eyes at this running plot hook or worse. The “Gail Porter, Girl Photographer” is bookended with anti-suicide cheese, but the core story is a fun one. “Copy Boy feels like a “Jimmy Olsen” rip-off complete with Judy as Lois Lane, Mr. Jackson as Perry White and Mr. Trent as Clark Kent (No Superman alter ego though!). Again, all the stories in here are worth flipping through. Five pulp comics for $1.99 isn’t a bad deal by any means, but there’s more content than just this, which only serves to sweeten the deal.

In addition to the comics and a one page crossword puzzle, Newshounds #1 gives us a three page adventure for the d6x6d CORE system. The adventure is called, “The Death of a Mystic” and it uses the protagonists from “Ace of the Newsreels” along with the Neulow mascot superheroine, The Black Cat. The story revolves around saving socialite Linda Turner from the machinations of a fraudulent swami. Of course, exposing the swami as a fake is just the start of the adventure as he vows revenge on the PCs for taking a way his meal ticket and will try to murder each of them in turn. The adventure itself is very much an “on-rails” piece with little room for flexibility or deviance, and you really have to know and care about the “Ace of the Newsreels” characters for this piece to work. What’s more, there is no real explanation of d6xd6 CORE at all in this piece. The adventure assumes you have extremely familiar with the rules system, so the mechanics side will read as little more than gobblygook to most of you. The good news is that because the adventure is so scripted out, it can easily be converted to a different system. The GM/Host will have to rework the character sheets if they want to covert “The Death of a Mystic” but every scene and much of the NPC dialogue is all there for you. In the end the adventure is an okay one. For people already familiar with d6xd6 CORE, it’s a fun way to see the mechanics in action and you’ll also get six pregenerated characters, a new Core Occupation and a new Core Skill. For everyone else, you might want to wait until you have the core rulebook in your possession unless you think five pulp comics for $1.99 is a fine deal. For myself, I’m glad I picked this up as I wanted to see how d6 x d6 CORE would look done by a third party publisher and for only $1.99, fans/Kickstarter backers of this upcoming system should certainly consider picking Newshounds #1 up.
Categories: Game Theory & Design

Game Testing: Exploring the Test Space - by Johan Hoberg Blogs - 21 August 2014 - 4:04am
In this article I will try to give a list of different types of test that I think should at least be considered before development of a new game starts. This will not be a complete, all-comprehensive list, but my hope is that it will be a good start.
Categories: Game Theory & Design

DrupalCon Amsterdam: Training spotlight: Professional Agile Project Management For Drupal Projects

Planet Drupal - 21 August 2014 - 3:51am

Over 30 people attended this wildly successful training at DrupalCon Austin. Now is your chance to attend this training at DrupalCon Amsterdam!

In this course, we cut past the evangelism that exists around Agile, and instead focus on real-world practical training that you can put into action.

The course is delivered using the Agile Scrum techniques it teaches. At the start, delegates see the backlog of requirements that the product owner (a trainer) has developed for the course, and the prioritization of those requirements. The course then progresses in one-hour periods of work called sprints, working through training modules from the top of the backlog.

Part way through the morning, delegates are ready to take over as the product owners. They will take responsibility for specifying the requirements for the course, based on the needs and interests of the delegates in the room, re-prioritise them, and even add completely new requirements. Our trainers will respond to these changes by creating new training modules on the fly based on real project experience, to provide the highest possible value to the delegates.

Through this approach we demonstrate and explain the processes of Agile many times, and we also demonstrate their value, and delegates leave with a real insight into how they could apply agile, and handle some of the challenges they may have faced.

The trainers are highly experienced Agile coaches, who mentor teams at Wunderkraut (known as WunderRoot in the UK), as well as consulting with large clients about ensuring successful delivery of their projects.

Meet the Trainers from Wunderkraut

Steve Parks (steveparks), UK Managing Director
Vesa Palmu (wesku), CEO
Roel De Meester (demeester_roel), CTO Benelux
Florian Huber (fuber), Project Manager, Scrum Master

Attend this Drupal Training

This training will be held on Monday, 29 September from 09:00-17:00 at the Amsterdam RAI during DrupalCon Amsterdam. The cost of attending this training is €400 and includes training materials, meals and coffee breaks. A DrupalCon ticket is not required to register to attend this event.

Our training courses are designed to be small enough to provide attendees plenty of one-on-one time with the instructor, but large enough that they are a good use of the instructor's time. Each training course must meet its minimum sign-up number by 5 September in order for the course to take place. You can help to ensure your training course takes place by registering before this date and asking friends and colleagues to attend.

Register today

Categories: Drupal

Clash of Clans vs. Boom Beach: Part 1 - The Hook - by Dimitar Draganov Blogs - 21 August 2014 - 3:42am
This is the first post from a series comparing two of the top grossing strategy tycoon titles - Clash of Clans and Boom Beach. The series will examine in detail the changes Supercell implemented in Boom Beach and discuss the rationales behind them.
Categories: Game Theory & Design

Evolution of MMO Maps: Moving Bases - by Nicolas Weber-Krebs Blogs - 21 August 2014 - 3:20am
Astro Lords: Oort Cloud is the first MMO to feature moving bases. Nicolas Weber-Krebs examines the opportunities and challenges this creates for game design, and the consequences it has on processing power and hardware needs.
Categories: Game Theory & Design

Image widget default image

New Drupal Modules - 21 August 2014 - 2:45am

This is a little utility module that shows the default image of an image field as part of the image widget, if no image has been uploaded yet. It is displayed in the same way that the image preview of images that have been uploaded is displayed.

Categories: Drupal


New Drupal Modules - 21 August 2014 - 1:12am

Naver is a simple and robust jQuery plugin for responsive navigation. Configuration is very simple. Just provide an element to apply the plugin and specify your breakpoint. Please, visit official page for more information and demo.

Categories: Drupal

Making the perfect Ludum Dare submission – game jam tips - by Adam Thompson Blogs - 21 August 2014 - 1:04am
In preparation for the upcoming Ludum Dare game jam I wanted to write up what I've learned from my previous experiences.
Categories: Game Theory & Design

What ‘90s SSI Goldbox RPGs Can Teach Us about the Modern RPG (Part 2 of 2) - by Thomas Henshell Blogs - 21 August 2014 - 12:37am
A daring indie developer embarks on a quest to rescue True Choice from the jaws of Avoidable Cost
Categories: Game Theory & Design

Thoughts from the Tip Jar: The Great Tip Jar Experiment

RPGNet - 21 August 2014 - 12:00am
An intro to the Tip Jar.
Categories: Game Theory & Design

Setting out on our own; the inevitable! - by Marciano Viereck Blogs - 20 August 2014 - 11:14pm
It’s super exciting and scary at the same time; in a week we (Duckbridge) will be starting our own game company! Starting our own game 'company' was more or less a joke at first. but became more serious when we found that we couldn’t really get around it.
Categories: Game Theory & Design
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