Main image loads slowly on website

How do I fix the fact that the main image on my web pages loads slowly on any web browser?  I created each main image in Photoshop and made sure each was 72 dpi and was its layers were flattened.  Is there some kind of code I need to add?  I heard something about adding java script.
Please let me know.
-Erica

LOL comment is from a Spam Bot.  Just ignore it.
Images should be resized to the size required on your web page(s).  Save for Web as optimized JPGs.  The smaller the file size, the faster your page load speed. 
Nancy O.
Alt-Web Design & Publishing
Web | Graphics | Print | Media  Specialists
http://alt-web.com/
http://twitter.com/altweb
http://alt-web.blogspot.com

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    At this point I would be tickled pink just to get this to basic function to work.
    However, once the buttons are working and calling up the xml, etc., then I need the buttons to stay on the semi-transparent blue color it is whenever in the 'hit' state. [note: NOT pictured above.]
    With the way the buttons are currently set up, and with wanting to use scripting to get them to interact with the thumbnail gallery, it will have to be some miraculous code to tell that button what color to stay as whenever its clicked, and of course it going back to white when another button is clicked.
    Conclusion:
    Since this is an Adobe Forum I would like to make a few additional statements in hopes that the developers, etc. may take heed.
    Adobes products are not cheap, and when I went to purchase the websuite I went in as a designer needing a program as not to need to program.
    I understand the flexibility that coding gives, but something as simple as linking buttons should not be in the realms of rocket science. [yes, for many its not...but my brain just does not operate that route despite all the tutorials thrown at me.]
    Again, it would seem that there would be a button panel where you could drag options like scrolling thumbnail slider, loader, and then parameters would come up. [much like Apples iWeb. - but before the argument of one being pro and the other for non-pros, I see it differently. Software should not be the limiting factor in how flexible you can design, or rather ones lack of programming shouldnt be. With all the talented, and I say this in all humility and honesty, programmers working for Adobe, Im sure something could be programmed like what Im asking for.]
    note: Director is a good example, back in 1997 I knew nothing of multimedia and in one week I had assembled a portfolio, clicking buttons, speech, movies, and all. - and no, I dont have the money to buy more software!
    At this moment I am at the mercy of someone who reads code like its a nighttime tale they are telling their kids, and who can see the exact issue I have and can share the appropriate, correct code. [as I have noticed, it has to be on target - naturally - but this target changes with just a slight change in the design.]
    Thank you,
    peace
    Dalen
    p.s.
    The actionscript: [note: This is only the current working/good code that Im trying to get the buttons to call up.]
    stop();
    fscommand("allowscale", false);//keep SWF display at 100%
    var x:XML = new XML ();//Define XML Object
    x.ignoreWhite = true;
    var fullURL:Array = new Array;//Array of full size image urls
    var thumbURL:Array = new Array;//Array of thumbnail urls
    var thumbX:Number = 25;//Initial offset of _x for first thumbnail
    x.onLoad = function(){ //Function runs after XML is loaded
        var photos:Array = this.firstChild.childNodes;//Defines variable for length of XML file
         for (i=0;i<photos.length;i++) {//For loop to step through all entry lines of XML file
              fullURL.push(photos[i].attributes.urls);//Each loop, adds URL for full sized image to Array fullURL
              thumbURL.push(photos[i].attributes.thumbs);//Each loop, adds URL for thumbnails to Array thumbURL
              trace(i+". Full Image = "+fullURL[i]+"  Thumb Image = "+thumbURL[i]);         
              var t = panel.attachMovie("b","b"+i,i);//Each loop, Define local variable 't' as a new instance of 'b' movie clip, given unique instance name of 'b' plus the index number of the For loop
              t.img.loadMovie(thumbURL[i]);// Each loop, load thumbnail image from XML data into variable movie clip
              t._y = 0;//Set Y coordinate of variable movie clip
              t._x = thumbX;//Set X coordinate of variable movie clip based on variable thumbX
              t.numb = i;//Set sub-variable 'numb' inside variable t to hold index number
              t._alpha = 75;//Set the Alpha value of the variable movie clip to 75% - for onRollOver highlight action
              thumbX += 55;//Increment thumbX value so next thumbnail is placed 125 pixels to the right of the one before
              t.onRollOver = function () {//define onRollOver event of the variable movie clip
                   this._alpha = 100;//Set thumbnail alpha to 100% for highlight
              t.onRollOut = function () {//define onRollOut event of the variable movie clip
                   this._alpha = 75;//Reset thumbnail alpha to 75%
              t.onPress = function () {//define onPress event of the variable movie clip
                   this._rotation += 3;//rotates thumbnail 3 degrees to indicate it's been pressed
                   this._x += 3;//Offset X coordinate by 3 pixels to keep clip centered during rotation
                   this._y -= 3;//Offset Y coordinate by 3 pixels to keep clip centered during rotation
              t.onReleaseOutside = function () {//define onRelease event of the variable movie clip
                   this._rotation -= 3;//rotate thumbnail back 3 degrees
                   this._x -= 3;//Reset X coordinate by 3 pixels to keep clip centered during rotation
                   this._y += 3;//Reset Y coordinate by 3 pixels to keep clip centered during rotation
                   this._alpha = 75;//Reset thumbnail alpha to 75%
              t.onRelease  = function () {//define onRelease function to load full sized image
                   this._rotation -= 3;//rotate thumbnail back 3 degrees
                   this._x -= 3;//Reset X coordinate by 3 pixels to keep clip centered during
                   this._y += 3;//Reset Y coordinate by 3 pixels to keep clip centered during
                   this._alpha = 75;//Reset thumbnail alpha to 75%
                   holder.loadMovie(fullURL[this.numb]);//Load full sized image into holder clip based on sub-variable t.numb, referenced by 'this'
         holder.loadMovie(fullURL[0]);//Initially load first full size image into holder clip
    x.load ("silk_paintings.xml");// path to XML file
    panel.onRollOver = panelOver;
    function panelOver() {
         this.onEnterFrame = scrollPanel;
         delete this.onRollOver;
    var b = stroke.getBounds(_root);
    function scrollPanel() {
         if (_xmouse<b.xMin||_xmouse>b.xMax||_ymouse<b.yMin||_ymouse>b.yMax) {
         this.onRollOver = panelOver;
         delete this.onEnterFrame;
         if (panel._x >= 740) {
         panel._x = 740;
    if(panel._x <= (thumbX-10))  {
              panel._x = (thumbX-10)
         var xdist = _xmouse - 830;
         panel._x += -xdist / 7;
    The xml:
    <?xml version="1.0" encoding="ISO-8859-1"?>
    <slideshow>
    <photo thumbs="thumbnails/i_brown_fairy.jpg"  urls="images/brown_fairy.jpg"  />
    <photo thumbs="thumbnails/i_blonde_fairy.jpg"  urls="images/blonde_fairy.jpg"  />
    <photo thumbs="thumbnails/i_flower_fairy.jpg"  urls="images/flower_fairy.jpg"  />
    <photo thumbs="thumbnails/i_red_fairy.jpg"  urls="images/red-fairy.jpg"  />
    </slideshow>
    Attached is a link to the file I made named "index".
    https://rcpt.yousendit.com/706233226/5e7b4fe0973dacf090b5cbae32c47398
    I would have liked to have included the following files but was limited due to "you-send-it" not uploading folders.  Files not included: [but functioning] : xml list - images [folder] - thumbnails [folder]
    Again, Thank you
    Dalen

    The issues with the buttons calling up the scrolling thumbnail panel have been resolved, as well as keeping the buttons in their hit state once clicked, thanks to Rob.
    Those that have been following this thread, or stumble upon it in their searches later, may appreciate to see the final solution to this particular issue.
    [Hopefully I will be able to update this thread with a url in the future to show the site in operation, which may help somebody with their project in the future if its set up similarly.]
    Alas, it would be nice if future versions of flash had a more direct, flexible, user friendly method for creating navigation.
    [We may see development beyond the flash ads which everyone seems to loathe... and more creativity with flash in terms of games, web interactivity, &  animation.
    Below are 2 sets of code:
    a] the first is located within the first frame of the first button, and has some extra variables in it that the additional buttons call upon...
    b] the second is the code applied to every other button.
    stop();
    fscommand("allowscale", false);//keep SWF display at 100%
    var x:XML = new XML();//Define XML Object
    x.ignoreWhite = true;
    var fullURL:Array = new Array();//Array of full size image urls
    var thumbURL:Array = new Array();//Array of thumbnail urls
    //  .......  CHANGE
    var thumbX:Number;// = 25;//Initial offset of _x for first thumbnail
    // make an array of all of the instance names of each button object...
    // only do this once
    var buttonsList:Array = new Array(shadesOfGrey, silkPaintings);
    shadesOfGrey.isLatched = false;
    // the rollover function... repeat for each button
    shadesOfGrey.onRollOver = shadesOfGrey.onDragOver=function ():Void {
         if (!this.isLatched) {
              this.gotoAndStop(2);
    // the rolloff function... repeat for each button
    shadesOfGrey.onRollOut = shadesOfGrey.onDragOut=shadesOfGrey.onReleaseOutside=function ():Void {
         if (!this.isLatched) {
              this.gotoAndStop(1);
    // the mouse press function... repeat for each button
    shadesOfGrey.onPress = function():Void  {
         resetAllButtons();
         this.isLatched = true;
         this.gotoAndStop(3);
    shadesOfGrey.onRelease = function():Void  {
         x.load("shadesOfGrey.xml");// path to XML file
         thumbX = 25;
    function resetAllButtons():Void {
         for (b in buttonsList) {
              buttonsList[b].isLatched = false;
              buttonsList[b].gotoAndStop(1);
    x.onLoad = function() {//Function runs after XML is loaded
         //  resets the position of the panel on each new load
         panel._x = 740;
         //  .......  CHANGE  removes the existing movieclips from the panel before any new load...
         for (c in panel) {
              if (typeof (panel[c]) == "movieclip") {
                   removeMovieClip(panel[c]);
         var photos:Array = this.firstChild.childNodes;//Defines variable for length of XML file
         for (i=0; i<photos.length; i++) {//For loop to step through all entry lines of XML file
              fullURL.push(photos[i].attributes.urls);//Each loop, adds URL for full sized image to Array fullURL
              thumbURL.push(photos[i].attributes.thumbs);//Each loop, adds URL for thumbnails to Array thumbURL
              //trace(i+". Full Image = "+fullURL[i]+"  Thumb Image = "+thumbURL[i]);
              var t = panel.attachMovie("b", "b"+i, i);//Each loop, Define local variable 't' as a new instance of 'b' movie clip, given unique instance name of 'b' plus the index number of the For loop
              t.img.loadMovie(thumbURL[i]);// Each loop, load thumbnail image from XML data into variable movie clip
              t._y = 0;//Set Y coordinate of variable movie clip
              t._x = thumbX;//Set X coordinate of variable movie clip based on variable thumbX
              t.numb = i;//Set sub-variable 'numb' inside variable t to hold index number
              t._alpha = 75;//Set the Alpha value of the variable movie clip to 75% - for onRollOver highlight action
              thumbX += 55;//Increment thumbX value so next thumbnail is placed 125 pixels to the right of the one before
              t.onRollOver = function() {//define onRollOver event of the variable movie clip
                   this._alpha = 100;//Set thumbnail alpha to 100% for highlight
              t.onRollOut = function() {//define onRollOut event of the variable movie clip
                   this._alpha = 75;//Reset thumbnail alpha to 75%
              t.onPress = function() {//define onPress event of the variable movie clip
                   this._rotation += 3;//rotates thumbnail 3 degrees to indicate it's been pressed
                   this._x += 3;//Offset X coordinate by 3 pixels to keep clip centered during rotation
                   this._y -= 3;//Offset Y coordinate by 3 pixels to keep clip centered during rotation
              t.onReleaseOutside = function() {//define onRelease event of the variable movie clip
                   this._rotation -= 3;//rotate thumbnail back 3 degrees
                   this._x -= 3;//Reset X coordinate by 3 pixels to keep clip centered during rotation
                   this._y += 3;//Reset Y coordinate by 3 pixels to keep clip centered during rotation
                   this._alpha = 75;//Reset thumbnail alpha to 75%
              t.onRelease = function() {//define onRelease function to load full sized image
                   this._rotation -= 3;//rotate thumbnail back 3 degrees
                   this._x -= 3;//Reset X coordinate by 3 pixels to keep clip centered during
                   this._y += 3;//Reset Y coordinate by 3 pixels to keep clip centered during
                   this._alpha = 75;//Reset thumbnail alpha to 75%
                   holder.loadMovie(fullURL[this.numb]);//Load full sized image into holder clip based on sub-variable t.numb, referenced by 'this'
         holder.loadMovie(fullURL[0]);//Initially load first full size image into holder clip
    // this one function scrolls the panel for all of the buttons, it gets the
    // size of the panel when the images are loaded by any given button...
    stroke.onEnterFrame = function() {
         if (this.hitTest(_xmouse, _ymouse, false)) {
              if (panel._x>=740) {
                   panel._x = 740;
              if (panel._x<=740-panel._width+mask._width) {
                   panel._x = 740-panel._width+mask._width;
              if ((panel._x<=740) && (panel._x>=740-panel._width+mask._width)) {
                   var xdist = _xmouse-830;
                   panel._x += -xdist/7;
    Of note is the change to how the movie clips are measured... this change in and of itself has really helped to make the thumbnail panels operation more efficient.
    Below is the script for each additional button: [Having issues with the forums not letting me post additional code, so I will put the remaining code in a reply below.]
    cont.

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