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Tank Universal 2 FULL


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About This Game

Inspired by the shapes and spaces of Tron and the gameplay of Battlezone, the sequel to 'Tank Universal' has arrived!



Title: Tank Universal 2
Genre: Action, Indie, Simulation
Developer:
Phil Jones
Publisher:
Dialogue Design
Release Date: 13 Oct, 2016


Minimum:

  • OS: Windows XP Service Pack 3
  • Processor: Dual Core CPU
  • Memory: 4 GB RAM

  • English



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    I would like to preface this review by stating that I am whole heartidly, undoubtidly, incredibly biased and that this is in no way an objective review. The game you see above you was made almost entirely by one man and his dedicated fanbase on a forum that now probobly dosen't even exist. Tank universal 1 was one of the first games I purchased on steam and remains one of my favorites, I don't think 2 has the better story, but 2 greatly expands on the game mechanics with bases and hub battles that are a blast to play. Quite frankly I love it.. Great successor to a severely underrated indie title. I've been waiting for this game for nearly a decade, playing the original when I was no more than ten, and am not dissapointed. While not totally revolutionary, it's certainly worth the money and I look forward to future updates. Tanks.. If you liked the first Tank Universal game you will like this one as well. The graphics and movement appear to be the same as the previous game, however in the first game you could fire your cannon and have it stay locked in place. That is not so in this game as you have to realign the canon a bit to fire again. When your armor runs low you can recharge it with the crystal shards you can pick up when you destroy an enemy tank. There are also armor refills available in the game which can help save crystal shards. In it's current alpha state there are of course some bugs and optimizations that need to be made to the game. I would like to see permanent add-ons to the tank that would help stabilize the cannon, allow a faster recharge time for the cannon, allow armor to recharge, allow a faster boost option to the tank, and increase the base tank speed. With that said I am excited to see how this game evolves as development proceeds.. I loved the original and this one is better just a good old fashion tank game with a neat story line.. INTRODUTION* It is such a great game. I remember when I was 8 years old and I found on the internet Tank Universal demo. It was a great game. 1 year ago I found full version of Tank Universal. Bought it immidiately. I love this type of games. I didn't expect Tank Universal 2 to come out, but it did! I bought it for 2 and as I see devs are working on updates. There isn't much to say about this game because it is in early access. The devs added hub battle mode which I am testing now.. As awesome as it looks initally, it certainly far exceeds the original Tank Universal in overall gameplay. Hoever, there are some issues that need to be addressed. Stating with the glaring issue is the game balance and AI functionality. Starting with just the second level when attempting to 'hack landing pads', wave after wave of these small and agile tanks are sent after you and your only option is a cannon that can fire a shell once ever four seconds or so. There is no way to get ahead of the pump. On top of that, your so called allies will cut in front of you and just stop. And thanks to allied collision, you get stuck. No damage, but it breaks the flow of gameplay horribly, especially when you are trying to race to 'hack' and maintain control on multiple points around the map. The one game breaker that I have found is the Full Screen vs Windowed mode. When in windowed, a small portion hides behind the taskbar. When in fullscreen, if you even think about alt-tabbing out, when you try to get back in, you will be faced with a white screen that will lockdown your computer and force a hard restart in order to clear. I would love to recommend this game, but it was pulled out of early access a bit too soon. Should these be fixed, I will more than happily update this review.


    Quick progress report for April 2017 : No patch this month. As a sole dev, Real Life (tm) has been taking more of my time than usual. Having said that, development goes on. Here's a screenshot of the upgrades screen as a wip. UPGRADE SCREEN [www.tankuniversal.com] The idea is that all upgrades can be seen at once along with what the player can and can't afford. This is because I'm not a fan of upgrades being spread across multiple screens in games, a scheme which some games - particularly console - seem to favour. Don't look too closely at the cost - these are just dummy values for now. Additionally extra upgrades may be added to the list or the existing upgrades changed. Any suggestions, let me know. The S/M/H check boxes refer to Scout/Medium/Heavy and relate to the type of tank the powerup applied to. Bad news is I have decided at this point that artillery tanks are not going to be playable. Also, undecided on the graphic top right corner. It adds a splash of colour but doesn't quite fit the world-building (although it is available on t-shirts) Never a big fan of building UI screens - I find the work a little tedious - but when properly integrated, players will have an extra long-term goal and a reason to take out distant fixed enemy turrets.. Major update for Tank Universal 2 : Hi there. Update February 2018: level 15 playtesting : Cripes - it's February already. Now that dev is fulltime, things are moving along. A big chunk of this last month has been spent filling in content for levels, particularly 15, 16 and 17. However additional time has gone into some essential bug fixes. LEVEL 15 PLAYTESTING REQUEST ################### Note that this level is pretty much a re-run of the transport evacuation level in the original Tank Universal - which was something of a crowd favourite. However, be warned, this level is intense. Before the combat starts, recommend visiting the upgrade screen. Upgrade points have been provided and I would suggest upgrading your armour level, shield regen rate, gun reload rate and turbo time. I would also recommend upgrading your drop turrets and rockets. This is all to mimic the upgrades you might have earned by level 15 when playing each level sequentially in the full game. After exiting the upgrade screen, pick up as many armour shards as needed(look for the cracked rocks). The enemy will come from the north in waves and try to bombard the transports as they're waiting for lifter pickup on a plateau. They will also call in spotters and bombers. It's imperative to clear the spotters as they will call in powerful airstrikes from the circling bombers. One possible counter-strategy is to place dropturrets as you can afford them, in a defensive line along the northern edge of the plateau, but be wary of placing these just before air raids. They tend to get destroyed by dropped bombs easily. Another option is to jump into a heavy tank, max shields and armor and tough it out. Whatever your strategy, you'll need to pick up whatever shards you can, but may want to resist going too far north lest you find yourself swamped by the enemy and unable to get away.. May and another TU2 update. : May and it's time for a TU2 update! Main feature of this month's patch is the inclusion of the upgrades screen. Upgrades give you a reason to go after that distant turret as upgrades (in time honored tradition) require upgrade points to purchase and blowing up fixed turrets is one way of procuring said points. Having said that, this is a first pass at upgrades and balancing the cost of upgrades versus the availability of upgrade points is something that will need to be heavily tweaked. Additionally not all upgrades are working - namely Titan Summoning and Nukes. Note that as this is a beta test, upgrade points are infinite in this build to allow for testing. Fixed: out of memory error that was popping up after level 4 was finished. This was related to resizing a particularly large array. Hopefully this will have resolved the issue - let me know if it hasn't. Next up: hooking up all the levels together for extended play. The levels will be barebones with placeholder graphics for cutscenes but I feel it will mean the game has turned a something of a corner development wise. It will extend the TU2 experience and allow for overall balancing. Beyond that: extra units - more late level foes and bosses. Return of the behemoths and titans. Rocket command! [www.tankuniversal.com]. Update October 2018: behemoth build : It's October and the start of Spring down here in New Zealand, so obviously it's time for another TU2 build update. Some excellent additions this last month. Behemoth and (allied) Titans have been reworked. Behemoths can turn up during both offensive and defensive fortress battles in zone 3 and 4. Titans can be summmoned as a powerup by the player. Animations have been improved for both types. Behemoths no longer shoot a beam (which wasn't working well). Instead they now shoot ground shaking bolts with a wide area of effect (in addition to their stomp attack). These bolts are deadly so either get away and/or make sure to have armor collected for protection. There is a warning to watch for in that the Behemoth will stop and it's eye will begin to glow red. As in TU1, Behemoth's are tough and if they reach your fortress walls they can destroy them with stomp attacks. Behemoths can be brought down by dropping mines in their path or by calling in a Titan. A Titan will quickly hammer a Behemoth into submission (again, watch out for the resultant blastwall). Speaking of Titans, these are now very effective against fortresses. Note that if the fortress has powerstations attached - meaning the walls are shielded - Titan hammerstrikes will cause a blowback destroying the powerstations one by one. When these are all gone, the fortress will be breached. Powerups: nukes are now working. A nuke, although expensive, is the last word in subjugating the enemy. It will just flatten an enemy fortress, including any attached powerstations and make finishing the level much easier. Just avoid the blast wall as it'll shut your tank down for awhile. Other improvements: Pathfinding improvements for tanks. Doesn't entirely resolve tanks bunching up - particularly during heavy fortress defence battles. But tanks should now actively avoid head-on collisions and 'give way' when necessary. Less tanks clipping through each other as well. Anti-aliasing has been reduced to level 4 just for this release. Previous builds had max AA as the default and this ate up framerates unnecessarily. Other code optimisations should see framerate improvements in big battles (although further optimisation is needed as slow down in big battles is still an issue). Rocks, minable rocks (as they're called), will now respawn over time. This means less frustration looking for armor shards as a battle moves on. Armor shards and minable rocks are also visible on the radar now. Speaking of radar: tanks will no longer show a red range circle - just a line indicating turret direction and range. Only fixed turrets such as beam turrets will show a red range circle. This makes it much easier to see when your tank is coming in range of a fixed turret. This is particularly important when dealing with deadly beam turrets. Things left to do: Balancing, bug fixing, marketing. Hardpoint networks between hubs need another pass as there's some bugs with connections still showing red when they've been isolated. More optimisation is needed before final release, particularly when loading/spawning new explosions for the first time. An example is the noticeable pause when spawning an armor shard + explosion + physics based fragments from a mineable rock. Onwards to the finish line.. New update available : Hi all. New TU2 update for November. Expanded graphics settings (high/medium/low buttons removed) Customisable keys (includes number-pad for lefties) Settings saved and restored on game start, including mouse invert in tank/on-foot. (Settings saved to AppDataDir +"DialogueDesign" under W10. Should work for Vista users on-wards too although location may change.) General menu fixes. Menu and in-game HUD tweaked for 4:3 aspect displays. Thanks again to those who've supported the game. Your feedback and enjoyment of TU2 is paramount to me. To this end I can say it looks like TU2 dev will go full-time come February. Very exciting - stay tuned for further news.. TU2 update June 2017: a bit of a messy one : Hi all! Another month, another update. Progress this month has mostly been 'behind the scenes' in the sense that it has been about reducing the memory footprint of the game. Part of this was tightening up on a rather horrendous memory leak that was seeing the game crash after changing out a number of levels. There is still a 1 meg or so leak between levels and am looking to track that down. Possibly a texture ref is being lost somewhere, meaning the texture is not cleared between levels and remains in memory. Levels 1 - 22 are available, but this is where the comment that the update is 'messy' comes in. It should be possible to play through these levels consecutively but they're messy in that they haven't been playtested. In fact, apart from the first four, they're more like building sites under construction. This is particularly true of the cutscenes which often include text but are missing images etc. But they're included as part of the early access process and to allow people to sample. If you'd like to see the inside of George's house, give lvl 6 a whirl. If you'd like a preview of George's street and his backyard, fire up level 16. These are bare-bones but are a nice change from the virtual world's graphics. As always, thanks to all those who've supported the game and very keen to hear your feedback.. Stickers! : Cheap stickers!. Update August 2017: bugfixes and bombers : Hi all End of the month and given a month was skipped update wise, definitely time to have one now. Not a massive update, but a number of very useful bug fixes and some tasty new content. BUG FIXES Turret blocking exit to level 1 was clipping below ground. Enemy harvesters will not now be deployed in level 2. Level 5 cut-scene crash fixed. Further tweaks to resolve tank traffic jams. Fixed turrets give upgrade points regardless if destroyed by direct hit or splash damage, when destroyed by player. Intro scene being replayed on exiting to main menu no longer occcurs. Tweaks to reduce occurrence of tanks driving over ground switches and change not being registered. Harvester status in tactical info panel (bottom, mid-left) now updates correctly. Fortress status in tactical info panel (bottom, mid-left) now updates correctly. Artillery shell particle distance cutoff extended. Heavy tank battle range reduced. Extra on-screen notifications when fortress is breached or fully repaired. Shard bonus given when hard point converted by player. The extra content comes in the return of two units- spotter and bomber. Spotter trawls about until an enemy comes into view - you'll hear him calling out reports - and then directs the circling bomber to come down low and drop a heavy bomb. However the spotter is very vulnerable sitting up there all by himself and if knocked off his perch, the bomber will break off the attack. Note that dropped bombs will do extra damage to fortress walls.. DEV UPDATE:8 DECEMBER 2016 : Yeah, 2016's almost over and for many it can't come soon enough. It certainly hasn't been my favorite year. I hope your experience has been different. Anyway, just a quick update. Currently working on hardpoint capture battles. These were in TU1 and involved a series of hardpoints in between two hubs that needed to be captured before the enemy fortress cold be 'hacked' and the key retrieved. As TU1 players may recall, by staying on a captured hardpoint, players and AI controlled tanks could build a beam turret. Feedback on this feature was that players then wanted to be able to control these turrets - an ability not available in the first game. Given the greater focus on being able to jump into different vehicles in TU2, it makes sense to allow the player to do that. Of course that introduces balance issues in that the beam turrets in TU1 were pretty deadly, but we'll see how it goes.


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