Many of the .GIFs are made of multiple images, sort of like an animated .GIF.  For instance, Nana's skirt uses seven .GIF images to simulate motion like billowing out when she jumps.  I used the feature to make Ginger's golden gown do likewise.  The vore pitcher plant uses 15 animated frames, as do her eyes so that she can blink, go wide-eyed, close her eyes, etc.
I use 
Animagic gif animator to break them up into the individual images and to piece them back together again. Any program that let's you break down and make animated or multi-layered gifs would do.
Not all of the .GIFs are multi-layered.  The knife and gun are single images.
Character "objects" (the girls)  are made up from several sprites/images such as the head, upper/lower torsos and limb parts, basically the bare body with no face. These are all hard coded in the game. 
What makes each character look unique are the hair, eyes, clothes and shoes, which are found in the CHARA folder under each girl's name. Her multi-image mouth .GIF is in there too, along with any weapons.
One thing I'm excited about is cracking the game and having access to everything.  Aside from modified scenery now, I can mod the primary body parts now. That means no more "white-washing" of characters. Any ethnic is possible. I could probably even make C-3PO (heh-heh).  Too bad robots in QS is boring.  
 
 This is what IS possible for me today. For now she's just my brown-eyed island girl "Friday", until I decide a proper name. She and a couple of her mates will be featured in a vore movie someday (vore footage already shot)...
newgirlfriday.jpg
And I'm making all kinds of stuff I could not do before.  It will take awhile because it's very time-consuming. I've been putting in a lot of all-nighters lately (yawwwwwn!)   It's easy to "break" the game. I have have to start taking the game maker tutorial and learn a few things about it's functions first.
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									"Life is tough. It's tougher if you're stupid." - John Wayne