1/ first problem (will be fixed soon)
right now the system do center the sprite
line 70
_sc.x -= movieclip.width/2;
_sc.y -= movieclip.height/2;
so before we add some string options to lock the registration point
(like right, left, center, tp left...)
in your case
replace the _sc.y by the one you need.
place the graphics accordingly into your movieclip.
2/ you have a scale and scaling parameter, try to find the scale where
your source is shown one on 1/1
it would allow you to use a lower quality on your stage without too
much loss on screen.
3/ I've just done a project with a friend where the 3D scene is on top
of a movieclip with animation
the amount of cpu needed doubled. stopping the underlayer lowered the
fps.
the fixe was to set view.cacheBitmap = true;
same rule for overlays.
and try to stop all enterframe if nothing happends, try to remove all
mouse listenners where applicable.
and reset them later on.
we've been from a 90+% cpu activity on this project to a 7% iddle, 49%
runtime doing this.
that's the different with a slow/sticky interraction and a smooth one.
On older machines the mouse was feeling like it was 30 kilos at first
while now it runs and feels smooth.
The best way to work, is to build all you really need and them work
with taksmanager (win) or Activity Monitor (mac)
and set stuffs on/off and measure and try improve all the guys killing
your perf.
There is no perfect solution, it's all about experience and trial/
error. It's all about balance.
Fabrice