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Tie Fighter Assault SE

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Credits & Info

Oct 26, 2013 | 1:56 PM EDT

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Asteroid Field 5 Points Complete Area 2
Death Star Approach 5 Points Complete Area 3
Yavin 4 Orbit 5 Points Complete Area 1
Death Star Surface 10 Points Complete Area 4
2P Classic Clear 25 Points Finish the game in 2P Classic Mode
A-Wing Clear 25 Points Finish the game using Luciara's A-Wing
B-Wing Clear 25 Points Finish the game using Melanie's B-Wing
Millennium Falcon Clear 25 Points Finish the game using Teejay's Millennium Falcon
Outrider Clear 25 Points Finish the game using Teejay's Outrider
Tie Defender Clear 25 Points Finish the game using Darth Umbra's Tie Defender
Tie Phantom Clear 25 Points Finish the game using Darth Umbra's Tie Phantom
X-Wing Clear 25 Points Finish the game using Luciara's X-Wing
Y-Wing Clear 25 Points Finish the game using Melanie's Y-Wing
Survival 50k 50 Points Score 50k in Survival Mode
Survival 100k 100 Points Score 100k in Survival Mode
Medal of Bravery Secret Medal: Unlock this medal to view its details!

Author Comments

A long time ago in a FLA file not so far away... I started this project. I've been working on this for almost a year (most of which was procrastinating), but now its finally finished.
In a nutshell, it's the battle of Yavin, only with my SW fan characters. There's 3 game play modes - story mode, survival mode, and 2 player classic mode. No sprites or google images here, all artwork is done by me and some by my friend Eastbeast. However, I did have to lower the quality of some of the graphics, especially the 3d scenes, to keep the file size under control.

Movement = Mouse or WASD/Arrow keys
Fire weapons = Left click or Space bar
Toggle autofire = F key (L key for 2P)
Pause = CTRL key

Potnyx = Lucia-Arah
Anjidu = Melanie
Teejaynumber13 = Himself, Darth vader
Budj = Jan Dodonna

This game was originally supposed to be a modest improvement over my original, just enough to learn the basics of making a shooter in AS3. But I ended up going all out on this one and I learned a ton of code. What really helped me finish this game was two things. My "KaijuKing Must Die" game which helped me solve some problems I was having with the code in this one. And getting Flash CC which was able to handle the large file size without crashing every ten seconds like CS4 did.

A special thanks to Wade Fulp for raising my upload limit. To my friend Esty for the great ending animation and help with some artwork, and to Evil-Dog for some last minute coding advice which led to me solving the issue with the save browser. And a big NO thanks to the pretentious "figure it out yourself" pricks on the NG forums for being 99% useless during this project.

As always, I love getting comments on my work, so please leave one. And I especially appreciate those who elaborate. If you liked it, what did you like about it? And if you hated it, what did you hate about it?

Please enjoy Tie Fighter Assault: Special Edition. Oh and let me know if you spot any bugs or if the game does something weird. And keep your eyes peeled for the easter egg.



Rated 4.5 / 5 stars

Superb! It makes me want to reinstall Rogue Squadron 3D again


Rated 3.5 / 5 stars

Entertaining game. As others have said already, the diversity of gameplay is impressive. If you were to make another here are my suggestions for improvement:
*powerups or weapon upgrades (this wasn't a dealbreaker, but it is something most people expect from this genre of game)
*smoother difficulty ramp (that level where you are free-form scrolling over the surface of the deathstar is so long, and so easy to die if you don't find the health powerups it killed a bit of the fun for me and was quite an unexpected jump in difficulty from how it was ramping up in the previous levels)

teejay-number13 responds:

Well, since the story mode has 8 playable ships, each with different stats, I didn't feel upgrades were necessary. If you played as the same ship the whole game then I would definitely add upgrades. And yeah, stage 4 is a bit of a jump in difficulty.


Rated 5 / 5 stars

thumbs up for that game is awesome,almost like the real star wars
i enjoy it!!!


Rated 4 / 5 stars

For mouse movement, use Event.ENTER_FRAME, instead of the onMouseMove event string, because if the player moves his or her mouse quickly away from the ship, then STOPS moving the mouse, the ship will not move toward the cursor any longer.

I love me some star wars, and this is well redone vertical-scroll flash rendition of it; Great story line, whatever recording equipment you used for the voice-overs: it came out nicely. Hitboxes, bounds, and logic all seem to work properly.

The last and, to me, the most important thing about this specific project: is that you completed it. When working on a big project, I understand how easy it is to (once the FUN parts are wrapped up/laid out) procrastinate away from the busy-work that the project requires. You've made it through that- so... As an independent flash video game developer, I say to you: Keep up the good work!

- Ryan Isler

teejay-number13 responds:

I used both. Since you can switch between the mouse and keyboard anytime during gameplay. The onMouseMove tells it to stop following the keyboard and start following the mouse. The ENTER_FRAME is what tells the ship to follow the mouse position.


Rated 4 / 5 stars

What is the purpose of recreating scenes from Star Wars with your own characters inserted when your own characters have the exact same personalities as the ones they're modeled off of to begin with? You're already ripping off Star Wars whole cloth, why not just go all the way and let us play Luke and Han instead of these people who mean nothing to us and look different but talk exactly like Luke and Han?

teejay-number13 responds:

Because that would defeat the entire purpose of me making this game. And didn't playing as different people (ever how similar they are to the originals) still make the game a little more interesting? As opposed to just playing a carbon copy of the original like every other star wars game?