Put your finished drawings on a stage and run them on one clock. Each gets a row along the bottom. Say when it walks on, drag it around the picture to place it, press play. A drawing can play once, over and over, forwards then backwards, or hold on its last picture. Speed one up, slow one down, flip it, hide it. Drag a row sideways to change when it comes in. Drag its right edge for how many times it plays. Bars pull into line as you drag - S turns that off. The stage remembers which drawings are on it, not copies. Fix a walk cycle and every scene using it is fixed. Save it out as a GIF, an animated PNG, or one picture per frame.
Pin where a layer sits on one frame. Go later and pin it again. Every frame between fills itself in. The layer travels without you drawing it forty times. Pin how solid it is instead and it fades. Pin how it leaves each point - start gently, stop gently, or go straight there. No numbers to type. Once a layer has one pin, drag it on a later frame and it pins itself. Layers with pins show a small arrow by their name. Open it: a row per pinned thing, a diamond on every pin, a line between showing the shape of the move.
You are the only person who knows when the foot lands. Until now that was thrown away the second you exported. Mark the frame and write "sound: thud". A small file goes out beside your animation saying which frame that was. Your game reads it and fires on the right frame. AltusPixel plays no sound itself and I am not planning to make it. I just did not want your timing binned.
Hold Ctrl and click to add a frame to what you picked, or take one back out. "These three, not that one" is one go instead of four. Delete removes exactly what is lit. Setting the time does the same. Drag them somewhere else together - the bar you grab only covers frames it will actually move. Shift and the arrow keys grow the pick from where you started. Ctrl+A takes the lot.
Check out the gallery: Image>Structor>Isometric Parts....
Boxes, prisms, rooms, doors, hatches... Expect more in future updates!
The frame strip no longer makes the window too wide to fit a 1080p screen.
Show layers is remembered between launches.
Frame times say what they are per second, so nobody does the sums.
Enter plays a stage, and the playhead sweeps along while it runs.
Long scenes scroll instead of stopping at the edge.
Locked layers are properly locked — paste and resize used to write into them anyway.
The app tells you why it cannot do something instead of going quiet.
Moving a layer that is already at the top no longer eats an undo step.
Right-clicking an empty frame no longer wrecks a different layer.
Delete on picked frames removes frames, not a layer.
Clicking a name above your frames picks them instead of throwing them away.
And, as usual, dozens of small fixes.