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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 stars

A very nice game. Boss figth are great. The game is short and fast, and I like it. My ONLY complain, is the character grafics, the faces. And also, whats the radar for?

teejay-number13 responds:

Thanks. The radar shows remaining "enemy presence". The green graphic in the radar will get smaller as you kill enemies and when it runs out, the level is over.


Rated 5 / 5 stars

My God! An incredible Remastered version from the older one!!!!!!!!!!!!! You've Got my respect dude! I liked the work you put on it!

teejay-number13 responds:

Thank you! I'm glad you liked it.


Rated 4.5 / 5 stars

That was awesome!

This game is very well made. The game itself runs smooth as butter, even on my crappy machine. But what really got me hooked was how immersive your work is. The voice acting sounds very convincing, the music choice is tasteful, and... well, like the reviewer below me said, the whole thing just FELT like Star Wars. It was as if I was the main character.

That being said, I did get slightly ticked off at the boss fights. The change of camera angle felt wonky. I see no reason why you should break away from the vertical top-down point of view. Keeping the POV consistent would make the whole game flow a lot better. Also, like Steve down there mentioned, the character art looks a bit rough.

Nevertheless, your game's sheer awesomeness shines through all of its flaws. You are clearly a very talented creator. If you keep up the smooth gameplay and level of immersion while fixing up the inconsistent camera angle and prettying up the artwork, your next work will be an absolute masterpiece.

p.s. I recommend looking to Krinn, the creator of the Sonny series, for artwork ideas. His game art has clean lines and beautiful lighting effects, which I adore.

teejay-number13 responds:

Thanks for the compliments, I'm glad you like the game.

I put a lot of effort into the voice work. Doing things like adding the com effect and switching the avatars talking depending on what character you're using, etc. I'm glad it paid off. I also put a lot of effort into smooth transitions, so I'm happy you noticed.

The POV on the bosses did trip up some people. For me, it was a personal challenge to see if I could program it and I think it adds a nice touch to the game and adds to the immersion. The same with the 360 degree stage four.

I'm a programmer, not an artist, so my artwork still has a ways to go, but I'm still proud of how this one turned out. Thanks again for the feedback!


Rated 5 / 5 stars

really funny replacement on the 20th century fox


Rated 4 / 5 stars

I'll start off honestly and say I didn't play past the second mission, but what I experienced was more enjoyable than many of the games I have played on here or any other website for that matter. The vehicle art was superb while the character art was admittedly lacking, but that is forgivable. The music and various sound effects gave it a wonderful layer of nostalgia. The voice acting... my god! The voice acting! It FELT like Star Wars. It was on par with anything else I can think of that came out of a well financed game. Sheer brilliance.
Now, all the lovely stuff being said, I do feel that while it is a simple game in execution, the controls were just a little off. Not terribly so though. Not unlike a guitar where a single string is roughly a quarter turn out of tune... it's almost perfect, so close you almost don't notice it, yet there's that nagging bit that keeps it from truly harmonizing. I did try out both keyboard and mouse controls, and feel the same in regards to both. I wish I could describe better how it feels off, but maybe it's just me.
Anyway, as I didn't play the whole way through, there is nothing else besides the aforementioned mild negativity. All in all, I believe this is a fine work, and I enjoyed it greatly. I plan on coming back to play it the rest of the way through when I'm not so sleep deprived.

I thank you and your mates for the effort you have put into this game, and I wish you all the luck in advancing your abilities in the future.

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