Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

ASL

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [General] >> General Discussion >> ASL Page: [1]
Login
Message << Older Topic   Newer Topic >>
ASL - 4/10/2013 11:12:39 PM   
Jamm


Posts: 407
Joined: 10/2/2009
Status: offline
Been tinkering with some boards the last couple days.
Anyone feel like purchasing the rights from Paradox and programming the game?




Attachment (1)

_____________________________

When the going gets weird,... the weird turn pro
Hunter S Thompson

https://www.facebook.com/pages/Jamm-works/669418463128598?ref=bookmarks
Post #: 1
RE: ASL - 4/10/2013 11:27:55 PM   
bairdlander2


Posts: 2264
Joined: 3/28/2009
From: Toronto Ontario but living in Edmonton,Alberta
Status: offline
Why was ASL not made?It started me in wargaming.

(in reply to Jamm)
Post #: 2
RE: ASL - 4/11/2013 12:59:07 AM   
Sarge


Posts: 2841
Joined: 3/1/2003
From: ask doggie
Status: offline
they did……… http://www.vassalengine.org/wiki/Module:Advanced_Squad_Leader


I don’t get gamers hang up with vassl ?

(in reply to bairdlander2)
Post #: 3
RE: ASL - 4/11/2013 1:11:55 AM   
wodin


Posts: 10762
Joined: 4/20/2003
From: England
Status: offline
Love the symbol set\map.

If I had your talent I'd redo all the Tigers unleashed symbol set.
quote:

ORIGINAL: Jamm

Been tinkering with some boards the last couple days.
Anyone feel like purchasing the rights from Paradox and programming the game?






_____________________________


(in reply to Jamm)
Post #: 4
RE: ASL - 4/11/2013 2:46:25 AM   
Rtwfreak

 

Posts: 381
Joined: 12/11/2011
Status: offline
They made Steel Panthers close enough for me. Bout the only thing I'd change is make square counters for the units as the top down 2D look isn't what I like so much.

< Message edited by Rtwfreak -- 4/11/2013 2:47:46 AM >

(in reply to wodin)
Post #: 5
RE: ASL - 4/11/2013 11:38:35 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
Well I have computer version of ASL (including computer AI opponent, I don't have MP implemented...only single player), I spent like 5 years writing in C++. The problem is I can't publish it since there is no way to get a license. What I have implemented:

All Infantry Units MMC/HS/SMC/CREW for German/Russian/American/British Nationalities.
40 Support Weapons (LMG/MMG/HMG/DC/FT/PSK/PF/ATR/Light MTR/PIAT/Molotov Projector/Radio/Bazooka)
95 Ordnance (Mortars, Anti-Tank Guns, Anti-Aircraft Guns, Artillery)
162 Vehicles(Light/Medium/Heavy Tanks, Tank Destroyers, Assault Guns, Armored Cars, Half-Tracks)
28 Off Board Artillery Pieces including Mortar/Howtzier/Rocket

Here is a picture of my ASL game engine:



< Message edited by Peter Fisla -- 5/16/2015 4:35:11 PM >

(in reply to Rtwfreak)
Post #: 6
RE: ASL - 4/11/2013 11:47:53 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
Here is a picture of Tiger vs T-34s...note that I don't actually rotate the 5"8 counters in my game. Instead the Green Triangle shows the VCA (Vehicular Covered Arc) and Yellow Triangle (shown on one of the T-34 counters) shows TCA (Turret Covered Arc) Turret Position.

The game engine supports LOS processing down to pixel level (of course using ASL LOS processing rules) and up to 12 ASL maps can be joined together. Maximum of 200 squads per side with 50 Ordnance and 50 vehicles per side.

I think the reason why ASL was never really truly made in its boardgame form (like I have done it) is because there rules are complex and so writing all the game rules and then testing it wouldn't justify small numbers of games being sold. Even I don't have all the rules of the 300 pounds ASL rulebook implemented, just the core. All the phases, infantry can do move/assault/double time...fire in all the phases (including Close Combat and Rout Phases). Vehicles move and fire but I don't have gun duel rules or motion attempt rules. I don't have air support or desert or pacific rules...or sniper rules.

< Message edited by Peter Fisla -- 5/16/2015 4:34:51 PM >

(in reply to Peter Fisla)
Post #: 7
RE: ASL - 4/11/2013 11:59:54 PM   
Bison36

 

Posts: 480
Joined: 4/16/2009
Status: offline
Wow. That looks great Peter.

(in reply to Peter Fisla)
Post #: 8
RE: ASL - 4/12/2013 12:41:53 AM   
wodin


Posts: 10762
Joined: 4/20/2003
From: England
Status: offline
Looks great mate...

quote:

ORIGINAL: Peter Fisla

Well I have computer version of ASL (including computer AI opponent, I don't have MP implemented...only single player), I spent like 5 years writing in C++. The problem is I can't publish it since there is no way to get a license. What I have implemented:

All Infantry Units MMC/HS/SMC/CREW for German/Russian/American/British Nationalities.
40 Support Weapons (LMG/MMG/HMG/DC/FT/PSK/PF/ATR/Light MTR/PIAT/Molotov Projector/Radio/Bazooka)
95 Ordnance (Mortars, Anti-Tank Guns, Anti-Aircraft Guns, Artillery)
162 Vehicles(Light/Medium/Heavy Tanks, Tank Destroyers, Assault Guns, Armored Cars, Half-Tracks)
28 Off Board Artillery Pieces including Mortar/Howtzier/Rocket

Here is a picture of my ASL game engine:




< Message edited by wodin -- 4/12/2013 2:46:26 AM >


_____________________________


(in reply to Peter Fisla)
Post #: 9
RE: ASL - 4/12/2013 1:18:22 AM   
Jamm


Posts: 407
Joined: 10/2/2009
Status: offline
Hey Peter,
Those look good.
With all that work, maybe you should remove any references to ASL and just work on a highly detailed squad level game.
Can your boards and counters be worked on at all?


_____________________________

When the going gets weird,... the weird turn pro
Hunter S Thompson

https://www.facebook.com/pages/Jamm-works/669418463128598?ref=bookmarks

(in reply to wodin)
Post #: 10
RE: ASL - 4/12/2013 1:51:33 AM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
quote:

ORIGINAL: Jamm

Hey Peter,
Those look good.
With all that work, maybe you should remove any references to ASL and just work on a highly detailed squad level game.
Can your boards and counters be worked on at all?



Yeah, I got two choices: turn the game into a WW2 tactical combat wargame, rip out the ASL stuff out and publish it or just leave it the way it is and release it for free. I'm not sure what you mean by your question. The scenario editor can be used to make custom maps using pre existing terrain/objects selection. Same way like say in steel panthers scenario editor. The game engine has one bitmap file were all the sprites are stored so yes you can modify the unit graphics and terrain but some terrain sprites can not be modified as I use these sprites when determining LOS on a map.

< Message edited by Peter Fisla -- 4/12/2013 1:58:41 AM >

(in reply to Jamm)
Post #: 11
RE: ASL - 4/12/2013 3:56:58 AM   
Jamm


Posts: 407
Joined: 10/2/2009
Status: offline
Didn't really mean anything,....
Looks good though

_____________________________

When the going gets weird,... the weird turn pro
Hunter S Thompson

https://www.facebook.com/pages/Jamm-works/669418463128598?ref=bookmarks

(in reply to Peter Fisla)
Post #: 12
RE: ASL - 4/12/2013 5:01:59 AM   
baloo7777


Posts: 1190
Joined: 5/18/2009
From: eastern CT
Status: offline
Looks good! The first file kinda reminded me of a Steel Panthers Scenario. Also feeling nostalgic a little...back to my twenty's!

_____________________________

JRR

(in reply to Jamm)
Post #: 13
RE: ASL - 4/12/2013 9:28:12 AM   
dougo33


Posts: 86
Joined: 11/23/2011
From: Eugene, Oregon
Status: offline
That looks fantastic! Great job.



quote:

ORIGINAL: Peter Fisla

Well I have computer version of ASL (including computer AI opponent, I don't have MP implemented...only single player), I spent like 5 years writing in C++. The problem is I can't publish it since there is no way to get a license. What I have implemented:

All Infantry Units MMC/HS/SMC/CREW for German/Russian/American/British Nationalities.
40 Support Weapons (LMG/MMG/HMG/DC/FT/PSK/PF/ATR/Light MTR/PIAT/Molotov Projector/Radio/Bazooka)
95 Ordnance (Mortars, Anti-Tank Guns, Anti-Aircraft Guns, Artillery)
162 Vehicles(Light/Medium/Heavy Tanks, Tank Destroyers, Assault Guns, Armored Cars, Half-Tracks)
28 Off Board Artillery Pieces including Mortar/Howtzier/Rocket

Here is a picture of my ASL game engine:




(in reply to Peter Fisla)
Post #: 14
RE: ASL - 4/12/2013 11:56:11 AM   
GJK


Posts: 554
Joined: 7/17/2004
Status: offline
If you need a playtester Peter, I'm raising my hand! Is this the same ASL-PC that I tried to get to run on my old Win2000 PC about 5 years ago but never could? It looks like it may be. If so, my PC should be up to specs now. :)

But seriously...

Have you spoken to Brian Youse over at MMP to see what electronic publishing rights they have? You know that MMP is *finally* working on an eASLRB so some leniency to electronic publishing has been given to MMP from Hasborg. I would talk to him about rebranding your game as well if he says there's no way an ASL-PC game would ever get published. Ask him his thoughts on if MMP or Hasbro would pursue any legal action if you had an ASL like clone PC game that wasn't called ASL. If there's a risk there, it may or may not be worth the reward to you.

If you do decide to open source the game, there's a lot of talented C++ programmers that also play ASL or wargames. Imagine if a whole community got to work on this project akin to what VASSAL has become? Those multiplayer capabilities might get added, pbem tools, scenario set ups, additional rules. Lots of work that may otherwise never get put into this project of yours that you've obviously poured hours upon hours of programming time into.

(in reply to dougo33)
Post #: 15
RE: ASL - 4/12/2013 1:55:02 PM   
wodin


Posts: 10762
Joined: 4/20/2003
From: England
Status: offline
GJK..Paradox have the rights for a computer Squad leader...have held them now for a few years and done nothing with it.

I think ATS could be worth ago for a wargame developer to speak too.

_____________________________


(in reply to GJK)
Post #: 16
RE: ASL - 4/12/2013 3:48:44 PM   
Lützow


Posts: 1517
Joined: 7/22/2008
From: Germany
Status: offline

quote:

ORIGINAL: Peter Fisla
The problem is I can't publish it since there is no way to get a license.


Just call it Advanced Platoon Leader or Improved Squad Leader.


_____________________________


(in reply to Peter Fisla)
Post #: 17
RE: ASL - 4/13/2013 12:40:46 AM   
Rtwfreak

 

Posts: 381
Joined: 12/11/2011
Status: offline

quote:

ORIGINAL: Lützow


quote:

ORIGINAL: Peter Fisla
The problem is I can't publish it since there is no way to get a license.


Just call it Advanced Platoon Leader or Improved Squad Leader.



According to copyright law you can't even do that. If it Looks, resembles, has simuliarites that are easily decerned then it is breaking the copyright laws. I've sat on too many juries for copyright infringement and pretty much know the straw that will break the camels back. Did you know the song "happy birthday" is copyrighted? Most people don't an infringe on that one quite often.

(in reply to Lützow)
Post #: 18
RE: ASL - 4/20/2013 1:06:02 PM   
igor7111

 

Posts: 126
Joined: 10/1/2005
Status: offline
Have you spoken to Paradox about this? They have the publishing rights which they've done nothing with.
They quite possibly would be interested in setting you up to develop this for them, with the requisite
compensation.

(in reply to Rtwfreak)
Post #: 19
Page:   [1]
All Forums >> [General] >> General Discussion >> ASL Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.672