Sending user-drawn images to an adaptable grid layout in the next scene

I’ve created a drawing application intended as an interactive art piece for a gallery. I’d like to have what each visitor draws in one scene to somehow be carried over into the next scene and be displayed on clicking a button. Ideally, the user-drawn images will scale and position themselves accordingly to maximize the screen space. This way, if only three people have visited and drawn something, their three images would enlarge to fill the screen. If 12 people draw something, those 12 images would shrink to fill the space.

Can someone help me approach this? I’m thinking I might need to look at creating adaptable/expandable grids, but I’m also just stumped on how to carry user-drawn images over to other scenes. I have very little AS background and need things spelled out for me explicitly…

I’m working in CS3, but writing in AS2. On the stage, I have a palette of colours the user can choose from, a movieclip called “canvas,” and another called “controller.” Here’s my code:

Attached to a movieclip called “Controller” is:

onClipEvent (load) {
topDog = “window1”;
_root.createEmptyMovieClip(“holder”,100);

function startDrawing() {
	_root.holder.lineStyle(0,parseInt(currentColor, 16),100);
	x = _root._xmouse;
	y = _root._ymouse;
	_root.holder.lineTo(x,y);
}

function clearContent() {
	_root.holder.clear();
	_root.removeMovieClip();
}
function swap(name) {
	_root[name].swapDepths(_root[topDog]);
	topDog = name;
}

}

onClipEvent (mouseMove) {
updateAfterEvent();
if (down && _root.canvas.hitTest(_root._xMouse, _root._yMouse)) {
startDrawing();
}
}
onClipEvent (mouseDown) {
if (_root.canvas.hitTest(_root._xMouse, _root._yMouse)) {
x = _root._xMouse;
y = _root._yMouse;
_root.holder.moveTo(x,y);
down = true;
}
}
onClipEvent (mouseUp) {
down = false;
}
onClipEvent (mouseMove) {
updateAfterEvent();
if (down && _root.canvas.hitTest(_root._xMouse, _root._yMouse)) {
startDrawing();
}

And on a frame on the main timeline is this code:

lineThickness = 0;
selectedColor = “0033CC”;
_root.onMouseDown = startDrawing;
_root.onMouseUp = stopDrawing;
function startDrawing() {
if (_xmouse<455) {
_root.lineStyle(lineThickness,selectedColor);
_root.moveTo(_root._xmouse,_root._ymouse);
_root.onMouseMove = drawLine;
}
}
function drawLine() {
_root.lineTo(this._xmouse,this._ymouse);
}
function stopDrawing() {
delete this.onMouseMove;
}

Thanks in advance for any help!