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	<title>Comments on: Trailer: Scarygirl Game</title>
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	<link>http://blog.sokay.net/2009/03/30/trailer-scarygirl-game/</link>
	<description>flash game development discussion</description>
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		<title>By: Anonymous</title>
		<link>http://blog.sokay.net/2009/03/30/trailer-scarygirl-game/comment-page-1/#comment-47246</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Tue, 01 Feb 2011 02:24:00 +0000</pubDate>
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		<description>Wow - old post. Anyway, we didn&#039;t use BigAssCanvas for this. We simply had 2048x2048 slices (from memory), and had them in MCs that moved &#039;em around. I think we tried 256x256 etc but it was slower making smaller ones, as well as moving smaller Bitmaps around the screen.nnThe biggest speedup was making sure that any animations, or background, were all just references of bitmapDatas instead of vectors or anything else. That also let us do things like glows and noise with no performance hit.nnI think the only sprite that wasn&#039;t cached was Scarygirl as she had to do so much, and had so many animations, as well as having to rotate 360, it was best not.</description>
		<content:encoded><![CDATA[<p>Wow &#8211; old post. Anyway, we didn&#8217;t use BigAssCanvas for this. We simply had 2048&#215;2048 slices (from memory), and had them in MCs that moved &#8216;em around. I think we tried 256&#215;256 etc but it was slower making smaller ones, as well as moving smaller Bitmaps around the screen.nnThe biggest speedup was making sure that any animations, or background, were all just references of bitmapDatas instead of vectors or anything else. That also let us do things like glows and noise with no performance hit.nnI think the only sprite that wasn&#8217;t cached was Scarygirl as she had to do so much, and had so many animations, as well as having to rotate 360, it was best not.</p>
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