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Correct answer kglad

no,

var identityMatrix:Matrix=new Matrix()

my_sprite.cacheAsBitmapMatrix=identityMatrix;

though for tempAtom,

var scaleMatrix:Matrix=identityMatrix.scale(1.5,1.5); //would be appropriate.

you can get a cc trial, http://gaming.adobe.com/technologies/scout/

2 replies

Participating Frequently
December 22, 2013

Yeah you have to do everything in bitmaps if you're making games or apps and especially if you're making a game app.

You can use regular flash clips, but you have to convert them to bitmaps before you use them.  Remember this important point, always check for the devices max bitmap dimensions - usually the size closest to the screen dimensions.

There are great tutorials on app creation, bitmaps, game dev, etc. at gotoandlearn.com

kglad
Community Expert
Community Expert
December 21, 2013

you should profile your game using adobe scout to see why it gets laggy.

but i do see that you're using cacheAsBitmap inappropriately on objects that then get scaled and/or rotated and possibly otherwise transformed.

you should be assigning their cacheAsBitmapMatrix.

razer65Author
Known Participant
December 21, 2013

Is this how I do the caching: my_sprite.cacheAsBitmapMatrix = true; ?   I cannot download Adobe Scout off of creative cloud because of my older operating system. Is there an older version I can download for free to test it out?

kglad
Community Expert
kgladCommunity ExpertCorrect answer
Community Expert
December 21, 2013

no,

var identityMatrix:Matrix=new Matrix()

my_sprite.cacheAsBitmapMatrix=identityMatrix;

though for tempAtom,

var scaleMatrix:Matrix=identityMatrix.scale(1.5,1.5); //would be appropriate.

you can get a cc trial, http://gaming.adobe.com/technologies/scout/