Super Deepthroat Modding (Konashion's Vanilla SWF tutorial) (1 Viewer)

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SyntaxTerror

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These are tutorials from K Konashion in his template SDTMod.fla. They explain how to make Vanilla mods.
They have hardly been modified, I just corrected a few mistakes and the typography.
Don't forget that these were made around 2013, using Adobe Flash Pro CS5. More recent versions of Adobe Animate may be slightly different.
The thread is locked because it's not meant to host questions, prefer the main Help section for that, or the Discord server (invite).

There are different sections, each in separate posts:

Super Deepthroat Modding

To make a mod:
  1. Find the mod you would like to make in the "Templates" folder in the library. (Window / Library)
  2. (Optional) Right-click on the template and [Duplicate...] it. There's no need to alter any of the properties apart from the name if you want.
  3. [Edit] your template and draw your mod. (Check in the "Tutorials" folder for help with more complicated mods.)
  4. Check the ActionScript on your mod's "Settings" layer to set up any options. (Select the frame, go to Window / Actions)
  5. Delete any reference layers.
  6. Register the mod in the ActionScript on the "Settings" layer of the main timeline. (See there for more details.)
  7. Publish the mod as a SWF (File / Publish). This SWF file is the only file you need to distribute.
You can check your mod for errors by going to Control / Test Movie. Watch the "Output" panel for warnings.


Tips:
  • Check the Helpers folder for tools and palettes.
  • The order you register mods determines the order they're added.
    If you add two mods to the same element, the second mod will be on top.
  • If you're working on a mod with several layers like hair, and want to see how they look together, try adding all of your layers from the library to the main timeline and editing them from there.
    Make sure they line up by checking their positions match in the Properties panel, and edit them in place by double-clicking.
  • Some mods have optional settings. They'll be commented out with //. Just delete the slashes to use them.
  • To paste something into the same position, use CTRL-SHIFT-V / CMD-SHIFT-V.
  • To edit the actions on a frame (marked by a small "a"), you have to make sure you've clicked on the frame in the timeline, then open Window / Actions.

Common error messages:
  • "1119: Access of possibly undefined property..."
    • Check for typos in your modType or targetElement settings.
  • "1120: Access of undefined property ..."
    • Check for typos in your registerMod lines and in the names of your mods.
    • Check to make sure you have quote marks around your charData, modName and modCreator settings.
    • [MODERATOR EDIT] Check that your mod is published in the folder containing the 'SDTMods' folder (more info).
 

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Costume Mods

Costume mod templates either start with an empty layer (e.g. Collar or Gag mods) or several layers with movie clips already on them (e.g. Top or Footwear mods).

To edit costume templates with no movie clips, you just need to draw your new costume on the empty layer. For templates with multiple elements, you need to edit each movie clip you want to use (double-click on it) and draw your costume on the empty layer inside there. You don't have to draw every section though, just delete any sections you don't need.

RGB Fills​

To add support for RGB controls to your costume mods, each element of your costume needs to be split into a pure black base layer for the game to tint, and a layer for the actual shading, outlines and details which won't be tinted. The tint layer has to be converted into a movie clip and named "rgbFill" (Modify / Convert to symbol... then set the "Instance Name" on the properties panel.)

For costume types which have two RGB controls, you just need to add another tint layer movie clip named "rgbFill2".

Example:
Costume 01.png

Shading Tips​

The default clothing uses semi transparent gradients for shading, with #001024 for shadows and #FFFFFF for highlights. The default outlines are 50% black. You can use the Color Effect / Tint setting on the properties panel to try out different tints for your tint layer.
 

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Tops
(Check the Costume Tutorial first)

Tops are made from several elements – a back and chest section for the main body, left and right arm and breast sections, and an under section which goes behind the whole body. Most of the sections just need a single drawing, but the breasts use an animation to handle every possible size. To see an example, edit the breast elements in the top template, then double-click the reference:

Top 01.png


There are 151 frames in the reference. Frames 2–151 are used to display the different breast sizes. Frame 1 is an extra frame never displayed in game, so you can use it to preview your costume by copying in the frame for whichever breast size you want.

The "Breast Reference" layer shows the outline of where the actual breast is, and the "Top Reference" shows the outline of an example top which is large enough to cover the nipple.

Simple tops​

If you just want to draw a single size top, then scroll to the frame for the size you'd like in the reference, and draw on the empty layer using that as a template. You should see your drawing cover the whole 150 frames automatically. Use the "charData" in your mod's settings to set the breasts to the correct size. (You don't need to set the whole character, you can just have "breasts:50", where the number is the template frame number minus 2.)

Advanced tops​

To cover every breast size, you need to either draw every frame differently, or make the costume using tweens as in the reference. Simpler shapes work better when shape tweening, so it's easier to have a shape tween for the outline, then motion tweens for the details on separate layers.

You can partially support different breast sizes by just having a handful of versions, and covering the 150 frames using those.

To support RGB controls, you follow the instructions in the Costume Tutorial as usual, but you need to include a full 150 frame animation inside the tint layer. Then, make any detail or shading layers into movie clips (Modify / Convert to symbol...) and add an animation for them.

Because tweening a thin outline is very difficult, you can add an optional layer named "outline" to the breasts, which will be tinted to 50% of each RGB value, as if it had a 50% black overlay. There is an example of this in ExampleMod.fla.
 

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Bottoms
(Check the Costume Tutorial first)

Bottoms have several elements: a left and right thigh and calf, a back and chest section, and a backside section. The sections just need a simple drawing on the blank layer inside each one, but the leg joints need to be drawn so that they look right when the body animates.

The legs rotate around their origins, so the joints need to roughly follow a circle around that point. You can test this out by selecting a thigh, pressing [Q] for the transform tool, and rotating the section. You can add a circular guide from the Helpers folder by going to Align and selecting "Align horizontal center" and "Align vertical center".

The backside section doesn't rotate with the legs, so you can use this instead of making sure the left thigh looks right at every angle.

Sometimes, the top of the right thigh costume sticks out at certain angles:
If you rename this element to "rightThighMasked", the game will put it on a layer which is only visible below the hip.

You can duplicate the right thigh element and use both "rightThigh" and "rightThighMasked" layers if you need to have some parts remain visible.

1748632301967.png
 

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Headwear
(Check the Costume Tutorial first)

Headwear is fairly simple, with only a front and back section to draw. The only optional extra is the invisible "landing point" in the front section. Just delete this if you don't want to bother with it, but if you include it, the game will attempt to reposition your headwear mod vertically so that the landing point touches her hair.

1748632577488.png
 

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Body

Body mods work in the same way as costume mods. The body is split into multiple sections, which need to be edited individually to draw new body parts - just double-click on a section and draw on the empty layer. The parts are all optional, so delete any sections you don't want to mod.

Most of the sections just need a single drawing, but the breasts use an animation to handle every possible size. To see an example, edit the breast elements in the body template, then double-click the reference:

top-01-png.166374


There are 151 frames in the reference. Frames 2–151 are used to display the different breast sizes. Frame 1 is an extra frame never displayed in game, so you can use it to preview your drawing by copying in the frame for whichever breast size you want.

If you only want to draw a single breast size, just draw on the empty layer and make sure the full sequence of frames shows the same drawing. You can use the "charData" in your mod's settings to set the breasts to the correct size. (You don't need to set the whole character, you can just have "breasts:50", where the number is the matching template frame number minus 2.)

For the game to place nipple piercings automatically, the nipple needs to be a separate movieclip named "nipple" in the Properties panel, and have an empty movieclip inside where you want the piercing to go (edit the reference nipple for an example). If this isn't included, piercings are simply hidden off-screen.

Notes​

The arm and leg sections rotate around their pivot points in the game, so try to make sure these joints look right at different angles (keeping the shape roughly circular helps). You can test this out by selecting a section, pressing [Q] for the transform tool, and rotating it. You can add a circular guide from the Helpers folder by going to Align and selecting "Align horizontal center" and "Align vertical center".

If you're modding her arms, make sure you add a drawing for her arms when they're behind her back as well (on the "Behind Back Hands" layer).

The chest and chestUnder elements are stretched to animate her breathing, so anything drawn on them will appear to move. The chest element also has an optional 151 frames animation like the breasts. These can be used to draw shadows to match the different breast sizes for example.
 

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Dynamic Hair

Dynamic hair is made from several straight sections which rotate.
Just cutting the hair graphic up leaves gaps, so each section needs to have an extra "ball joint" drawn.

1748632924073.png

1. Draw the hair.
Try to keep it as straight and vertical as possible.
Simple, single strands of hair work better. Use multiple dynamic hair mods to make more complicated hair.

1748633057690.png

2. Now the hair needs to be cut into sections, and the sections made into "Symbols".
Draw two guiding lines so that when Flash makes the symbols, it will give them all the same x origin.
Place the lines so that the hair sections are down the middle as much as possible.

1748633213537.png

Drag-select a section at the top, including the guidelines:

1748633352691.png

Go to Modify / Convert to symbol... and set the "Registration" to the middle top spot:

1748633487509.png

Repeat for the rest of the hair (shift click to deselect already made sections). 3–5 sections works well.

You don't have to use guiding lines, but the hair sections all need to have the same x position, so you'll have to realign them manually if you don't.

You can let small parts of the hair extend past the bottom of a section.
You can also cut or squash the joint a little if it pokes out too much.

1748633745421.png

3. The top section doesn't need a joint, but every other section does.
Double-click a section to edit it (you can remove the guiding lines now too).

The sections rotate around their origin, so the joints should look like quarter circles centred on the origin (marked by a cross).
They don't have to be perfect circles, and only the outer edges really matter, so you can just do it roughly if you want.

If you want to have exact joints, the following steps work well:

3.1. Draw a vertical line up from the origin (go to Window / Align, set "Align to stage", and choose "Align horizontal center", and "Align bottom edge").

1748634003910.png

3.2. Drag the bottom of a quarter circle until it snaps to an edge (check Helpers for premade quarter circles, CTRL-B / CMD-B to break a symbol apart).

1748634192200.png

3.3. Scale the quarter circle until it snaps to the center line.
Hold shift to scale it evenly (Q for transform tool).

1748634312809.png

3.4. Repeat for each edge, then add the fills.
Double-click the lines to select them when you're done, and delete them.

1748634389434.png

4. Once you've added joints to all but the first section, your hair should look like this:

1748634782078.png

Position the sections where you want them to go and set the target element in the ActionScript on the Settings layer.
The game will automatically layer the sections from top to bottom and calculate lengths based on the section positions.
 

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Dialogue

Dialogue is divided into different types, triggered by the current action.
You can add several lines for each type, and a random line will be chosen when that type is spoken.
There are also special types for coughing and interruptions.

1. To register dialogue, first setup the dialogue name by writing:
setupDialogue("Your dialogue name");
in the ActionScript on the "Settings" layer of the main timeline.

2. Then to register a line, write:
registerDialogue("type", "Your dialogue");

The default lines will be cleared automatically when you setup the dialogue.
If you would rather clear individual dialogue types manually, write:
setupDialogue("Your dialogue name", false);

Then to manually clear a dialogue line type, write:
registerDialogue("type", "CLEAR");

The available types are:
  • intro (during initial resistance)
  • general (used when no other type is active)
  • restart (when continuing after ejaculating)
  • cough (inserted into lines)
  • interrupt (inserted into lines)
  • resistance (when pushing against initial resistance)
  • first_throat (first time throat is hit)
  • first_dt (first full deep throat)
  • pull_off (after actively pulling off)
  • held (after holding with click or space bar)
  • wake
  • vigorous
  • pre_cum
  • cum_on_face
  • cum_in_mouth
  • cum_in_throat
  • cum_in_eye
  • cum_in_nose
  • swallow
  • drool
  • lick_penis
  • lick_balls
  • head_grabbed
  • pulled_up
  • pulled_down
 
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