I'm not sure why that would be the case - you could put your sprite sheet on the stage and compress it (a 1 frame swf), and then load the swf. The problem as I understood it is the file (download) size, and this would solve that.

Once you've loaded the swf, if you need a BitmapData - you could do a BitmapData.draw on the loaded swf, then unload that swf (to free the memory). There's a bit of runtime overhead in doing that, but it could be worth the download savings.

Kevin N.


On 2/11/2012 7:09 PM, Beatrix Krümmer-Frau wrote:
But that doesn't work when you need great images for games - like walkcicles - and load them, instead of embedding them into flash!!

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