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WebP Everywhere

New Drupal Modules - 10 November 2019 - 3:08am
Categories: Drupal

Simple Icons

New Drupal Modules - 9 November 2019 - 8:43am

Simple Icons provides a field widget/field formatter and Twig function to output one of 789+ brand icons from the Simple Icons project.

The icon is output as raw SVG markup so it can be easily styled with CSS, but the markup is sanitized before being output for security (just in case!)

Categories: Drupal

Flutter

New Drupal Modules - 9 November 2019 - 4:30am
Categories: Drupal

SignalZen

New Drupal Modules - 9 November 2019 - 3:20am

SignalZen module contains third-party integration of SignalZen live chat solution.

SignalZen is a live chat solution for your website which enables you to engage and talk to your website visitors.

Full feature set across all service levels - usability is never compromised.

Features:

Categories: Drupal

Icon Bundles

New Drupal Modules - 8 November 2019 - 2:06pm

Icon Bundles allows you to define "bundles" of svg icons in a module or theme *.icons.yml file. These icons are available through an Icon Field (provided by this module) or a render array with the icon type.

Categories: Drupal

Blizzard plans to merge Overwatch 1 and 2 clients down the line

Social/Online Games - Gamasutra - 8 November 2019 - 1:37pm

Overwatch head honcho Jeff Kaplan says the clients for the two games will eventually combine, a joining he says aims to keep the Overwatch playerbase from fragmenting. ...

Categories: Game Theory & Design

Player spending in Grand Theft Auto Online jumped 23% following casino update

Social/Online Games - Gamasutra - 8 November 2019 - 9:47am

Rockstar Games parent Take-Two Interactive mentioned the increase in spending in a recent conference call, though specific figures weren†™t mentioned beyond just that percentage. ...

Categories: Game Theory & Design

DrupalCon News: Program Committee Support

Planet Drupal - 8 November 2019 - 9:42am

The program committee talks about how you can share that unique voice and perspective of yours that we want to hear!

Categories: Drupal

Interview with a LiveOps Producer - by Riley Roberts

Gamasutra.com Blogs - 8 November 2019 - 7:45am
This is an interview with a Producer of a live mobile game, it is intended to help spread information about this kind of production. Enjoy!
Categories: Game Theory & Design

Analysing the success of Free Fire, the other king of Battle Royal - by Henri Brouard

Gamasutra.com Blogs - 8 November 2019 - 7:45am
An analysis on Free Fire, the leading mobile battle royal in South East Asia and South America.
Categories: Game Theory & Design

Kliuless #57: BlizzCon 2019 - by Kenneth Liu

Gamasutra.com Blogs - 8 November 2019 - 7:44am
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Categories: Game Theory & Design

Which MOOC has the best game development courses? - by Nadya Primak

Gamasutra.com Blogs - 8 November 2019 - 7:43am
Why I believe Coursera's University of Michigan Game Development Specialization is one of the best series of game development courses any MOOC has to offer.
Categories: Game Theory & Design

What Is Game Design from A Jr. Game Designers Eyes - by Atilla Kabakcioglu

Gamasutra.com Blogs - 8 November 2019 - 7:31am
I would like to inform others who want to be a game designer as a jr. game designer myself.
Categories: Game Theory & Design

New Channel of Mobile Games User Acquisition - by Kate AppFollow

Gamasutra.com Blogs - 8 November 2019 - 7:30am
At Google I/O in May 2019, Google shared that developers can increase their average rating an average of 0.7 points by replying to reviews. We decided to dig deeper and understand what app store reviews impact and how to use them to boost your game growth
Categories: Game Theory & Design

SQueaLer

New Drupal Modules - 8 November 2019 - 7:23am

A Drush 9 command that will query a Drupal 7 database migration source for potential migration issues, generating an Excel file tracing issues to a URL.

This module was originally created for the Georgia.gov project and is currently being generalized for use on any site.

Categories: Drupal

YAML Translation Import

New Drupal Modules - 8 November 2019 - 7:02am
Categories: Drupal

You Can’t Build Worlds by Yourself

Gnome Stew - 8 November 2019 - 7:00am

Your world is basic as all hell.

Mine is too, don’t worry about it.

As a GM, I’ve been working on my own homebrew setting for several years. As GM veterans and aspirants, you all likely have one of your own or are at least thinking about the one you might make in the future. As creators and storytellers, it’s somewhat inevitable to imagine ‘what would a world I make look like?’ For some, they might spend their lifetime building upon a single world and constantly adding to its depth. For others, they might have made a new world for each and every campaign. But more often than not, these worlds are made in the confines of our laptops and notebooks, something we build in secrecy by our lonesome. While we may come out and talk about our world to our friends, I’ve seen many a GM recoil when suggestions concerning it come out. After spending so long nurturing it, it can feel like whiplash when others provide feedback. Many builders here continue to work on it, alone.

But a sword does not take shape until it is hammered by steel and whet by stone.

This is not to say your world sucks; it could be deep and expansive, with long histories and family lineages tracing back hundreds and thousands of years. It could have dozens of quirky npcs, races, and cultures. However, I posit that unless you’re developing it with the opinions and voices of many others, it’s a world that’s going to be entirely dyed by your preferences. A world written entirely by yourself is like painting with a single color: you can have a single red square on a white canvas be worth $15mil at some art gallery, but it doesn’t change that it’s basic as all hell.

Our biases, interests, and preferences are hard to separate entirely from our work. If you happen to prefer swords or have consumed a large amount of media that features swords, you’re far more likely to have cool and magical swords as relics over any other weapon in your world. If you were heavily influenced by Lord of the Rings, you probably have an idea of elves and dwarves that’s hard to shake. If you happen to like Terry Pratchett, you’re far more likely to be interested in weird, or in other words gonzo, fantasy and—by extension—Old School Revival(OSR) systems.

We are already the product of many different sources of influence, that’s just how we are. However, despite all that, we’re still limited in that all that information goes through filter after filter of our preferences. We keep what we like, toss what we don’t, and can’t fully capture the nuances of all the content we absorb. We’re all a collection of those preferences and biases, so how can we imagine a nuanced world when the only point of view we have is our own?

“Nothing of me is original. I am the combined effort of everyone I’ve ever known.” ― Chuck Palahniuk, Invisible Monsters The magic of others

There’s this system, Microscope, that works in one part tabletop, two parts world-building engine. Between a group of players, you begin by deciding how the world starts and ends, then take turns filling in the various ages and events in-between. When I played it, my friends and I created a world where a giant hole to hell opened up in New York’s Time Square, which then ended when everyone on Earth was a demon. Personally I had a timeline in my head where the demons rose up and fought an excruciatingly long war with the humans, and that we’d detail a large number of the battles that happened in-between.

On my turn, I progressed that story.

But then the humans turned magical girls happened.

And the demons were friendly.

And more holes opened up and the demons monetized an intercontinental wormhole subway which led to a nomadic and free-love otherwise unheard of.

I was constantly face to face with scenarios I never would have expected and had my ideas responded to through angles I never would have imagined. We eventually created a world that had magical girl armies building on the moon, demons slowly integrating with human society(and so each generation had more demon blood), and with one lone immortal Japanese ramen chef forced to cater to weeaboo magical girls for all eternity. He was literally the last full-human to ever exist.

If you’ve GM’d before, you’re likely used to this feeling. No, not the magical girls and such, but the feeling when something is going ‘off the rails’ in a manner that you’re honestly 100% okay with. When you realize you have no idea what’s going to happen and suddenly you need to improvise your butt off and, while it’s nerve-wracking, it’s exhilarating because you want to see where this it’s all going. Ultimately this is where I end up feeling the most alive in tabletops. When once I finally pull away from the moment I can’t help but laugh and wonder ‘wait, just how the heck did we get here?’ I’m okay with that in the end because, at that moment, I’m fully aware that I alone wouldn’t have been able to come up with the idea in a hundred years.

 [There was] one lone immortal Japanese ramen chef forced to cater to weeaboo magical girls for all eternity. Share27Tweet1Reddit1Email

Alone, your world is unlikely to have that degree of complexity.

In another example, I’m currently playing a Fantasy AGE game where I’ve allowed the players to go all out with character creation. Fantasy AGE, in particular, has this race called the ‘half-blooded’ which allows characters to derive ancestry from literally EVERY monster in the bestiary. The game also has strong support for mixed-raced characters, allowing you to do things like half-human/half-dwarf. Combine that with half-blooded, however, and we’ve got wacky combinations like dwarf/gargoyle, gnome/carnivorous tree, or—through utilizing half-blooded/half-blooded—something like ooze/mothman.

I know. I had apprehensions too but bear with me.

Obviously there was no bloody way I was going to spend a bunch of time trying to figure out all the reasons why this worked, or what the various cultures behind those mixes would be like. So from the very beginning, I went with one rule for my players:

“You all have the final say about your culture.”

Not even two sessions in and I suddenly get a wide variety of stories I couldn’t have dreamed of. The gnome/carnivorous tree goes on an entire creation myth about the world starting with a gnome and a tree, and therefore through a complicated family tree, all gnomes and trees and distantly related. We spent nearly an hour in a session brainstorming about dwarf/gargoyle culture and how they harden over time into diamond, so elderly gargoyles need to be protected by the younger ones from poachers, and how their burial grounds are effectively El Dorado’s but with statues of diamond made from grandma.

And here I am, the GM, just throwing bonus exp out left and right for their amazing roleplay and world-building. I’m honestly worried they’re going to level up too fast, but I can’t not reward them for all this.

Where I’m going with this

Let me say this again: even if you make your world by yourself, it’ll be fine. Despite everything I’ve said here, you’ll likely create an interesting world that your players will enjoy. To be honest, the opening line was mostly out of shock factor.

But I wasn’t kidding with the rest of it. A world written alone might be a great reflection of your imagination, but I don’t believe it’ll truly be a world one could call complex. Our own world might currently be going through several crises but it’s beautifully complex and built over centuries of conflict and collaboration, where many minds made their mark upon it over and over. We still find pieces to this day that can completely and radically change how we see the past.

Meanwhile, for most worlds, it’s often just a single lost ancient civilization, tops.

I think there’s a lot more we can do for world-building that can drastically improve the quality of worlds we make and the games we run, but I’ll save that for another article.

~Di, signing out

Categories: Game Theory & Design

OpenSense Labs: Best of Drupal 8 Modules for Social Login

Planet Drupal - 8 November 2019 - 6:50am
Best of Drupal 8 Modules for Social Login Jayati Fri, 11/08/2019 - 20:20

From gated content to event enrollments, social logins and easy registration are the go-to for many sites now. The website captures data and permissions from your social accounts and gives you access to the content. There are modules primarily dedicated to integrate social accounts and run the process. 

Drupal offers many modules for seamless integration of social logins for your website. 

Let’s skim through the list and their features! 

Check out this list of modules for social login in Drupal 8 and choose the one that suits you best:

OneAll Social Login

Offering 35+ social networks to login from, the OneAll Social Login is a significant module that can benefit you. It is fully compliant with European (GDPR) and U.S. data protection laws. The module monitors changes constantly and automatically updates APIs for a smooth run of the logins. The simplified process helps increase the registration rate, too.

Social Auth

A commonly used module, Social Auth is part of the Social API. It possesses its own content entity and stores all data in the database. With this Drupal 8 module, visitors can register on the website via 30 social networks including Slack, Reddit, Uber, and more.   

Auth0 Single Sign On

It provides a login form powered by Auth0. With implementing authentification for platforms like GitHub and Twitter, Auth0 Single Sign On is another top module in the list. 

Social Auth Google

Primarily for Google account, the Social Auth Google module can help you register and log in with any social site. It performs the authentication on your behalf and gives seamless access.  

Hybrid Auth Social Login

With the aid of the HybridAuth library, this module integrates Drupal and allows the login and registrations for the visitors on sites like Facebook, Twitter, Windows Live, Instagram, AOL, and much more. The HybridAuth Social Login doesn’t depend on external services or load any external CSS or JS files for the authentification process. 

However, it relies on a third-party open source PHP library, HybridAuth, developed and supported on GitHub. 

uLogin (advanced version)

A selective range of forms is available in this module for the social logins to be integrated with your Drupal site. Written in compliance with Drupal coding standards, uLogin has several widgets with default settings that are configurable through UI. The module gives you options to remove username and password fields from the user profile edit form.

Varbase Social Single Sign-On

Varbase module is built using Social API and adds single sign-on using your social networking services. It is supported by the Drupal 8 version and even if installed with the Minimal or Standard profile.

Social Auth Facebook

It is a direct module for Facebook and allows users to register/login to the Drupal site via a Facebook account. The scope of the website’s request is wider and based on the authentication with Facebook services. The module also compares the user id or email address facilitated by Facebook. It automatically accepts the login if it is a returning user to the site.

Social Auth Twitter 

Similar to the above two, this is also exclusive to Twitter. It allows the user to register and login to your Drupal site and is based on Social Auth and Social API. 

The Social Auth Twitter module lets you compare the user id or email address once Twitter brings you back to the site.

Social Auth LinkedIn 

This module allows websites to request any scopes and users to register/login to your Drupal site with the LinkedIn account. The Social Auth LinkedIn module lets you compare the user id or email address once LinkedIn brings you back to the site. The ‘LinkedIn’ button lets you initiate the login in the social auth block.

Conclusion

These modules will definitely support the login process of your website and placidly run the integration. With each module having its own significance one can only decide for themselves which suits them the best.

We at OpenSense Labs have a pioneering experience in site building with Drupal 8 and its modules. For the best of services contact us at hello@opensenselabs.com

Also, connect with us on our social media channels: FacebookLinkedIn, and Twitter for more such insights. 

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Categories: Drupal

Drupal core announcements: Drupal 7 roadmap and release schedule published, plus PHP 7.3 compatibility!

Planet Drupal - 8 November 2019 - 6:43am

The Drupal 7 maintainers have published a new D7 roadmap and release schedule:

https://www.drupal.org/core/drupal7-roadmap-release-schedule

There is also a new proposed D7 contributor / maintainer workflow issue:

https://www.drupal.org/project/drupal/issues/3093258

Finally, we're pleased to announce that the 7.x branch's core tests now pass in PHP 7.3!

Feedback is welcome, and thank you very much to all of the many D7 contributors!

Categories: Drupal

Date Recur Conflict

New Drupal Modules - 8 November 2019 - 6:22am

This module provides validation to Date Recur fields in order to prevent
overlapping dates from being saved.

Usage

Simply enable "Prevent overlapping occurrences" in the field settings page. This option will show up for every field of type "date_recur".

Requirements

This module only requires the Date Recur module.

Categories: Drupal

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