thecatzman - thats why i wanted it to be in *fla/swf.
In flash there are a little difference betwee other programs. Thats why some flash have lags if it is not oprimized. you can make it work like video - like it always do for example in html 5 and some other programs where they used sprites. For example you have 50 fighters and you need to make animation how one fighter attacks another. You have to do 50 movies for one attack.
In flash there is this way too - but it is bad solution. And another better solution: you make one animation one time. Then change components you have adding new fighters in it and making only one movie.
Then when you need you change components by code - and you can have any fighter you want any time in this movie animation that you make.
But there can be a probems - if aniation was made wrong, and it will not work. You have to use special components or the game will lag. Why it will for example let us take LoK game -and open some components it have code:
(Just like example)
If (armor = 1) = show us this part like first armor;
If (armor = 2) = show us this part like second armor;
...
Each part have this code - so for example if girl have 6 legs part 6 arm parts - 1 head part 2 breast parts 1 body part = 16 parts - and frame rate = 24 / the code will be executed 24*16 times each second - even if nothing is going on. So you have 384 * (code lines number in component) of code that is working every second for each girl.
It is bad if it is not optimezed. But if components was make wrong it is hard or impossible to optimize it. You can make it for example using only 16 lines of code per minute or the period between you change armors.
For that purpose components have to have special names - not only that names that are in libruary but special names like in it there:
Sumbol 1 is name in libruary - MyObjectnameHere - is the name of object - that have to be the same in all movie you use in - i mean name it once and copy paste each tine this component with name from movie not from libruary. If you copy it from libruary you have to add this the same name to it again.
If components have names you can make it work directly from command layer and it will not lag.
Now for example we make animation:
We add girls leg and name it GirlsLegR/GirlsLegR = left / right. the same for arms body and head.
Now we make animation one time. Only with this components. And now we want it works with new model of girl. We make new layer in components but do not change any thing in our animation and then say (it is not a true code but good like example):
GirlsLegR.showArmor=2
GirlsLegL.showArmor=2
and etc.
And we have animation of new girl
Or like :
GirlsLegR.showArmor=1
GirlsLegL.showArmor=2
and etc.
Some parts will be from first girl and other from second girl = new charecter's animation
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BUT !!! Even in this solution - it can be lags. You will need a lot of CPU for program animate it in this way so it is connection of CPU to Size. You can make some animations like sprites i mean like pictures wth out trully animating them - but you will need bigger size of game - or you can make a small time but use more of PC processor while animation. For example when it is picture - it can use processor so no lags. If it is make like for example 2 moving parts - you use it - and if it will be to many of moving objects lag starts. Becouse all animation is programe code not images in this solution. So to make it good looking it have to be some restrictions and hints in solutions of how to make it
But for only 2 girls i do not think it will lag - but even in this way - code have to be optimezed a little - so better try to give names to components for example and may be do not use very big fps