Umoupen has top-tier storyboarding, you can organize and sequence multiple shots each with their own timeline, split shots, loop them, add custom note categories, use a selected note for subtitles, and view them all in a thumbnail grid you can draw into directly and export as pdf
I usually hate getting personal in public forums like this, but maybe its worth talking about my journey a bit for those who are wondering.
I have been programming since I was a kid, first with Logo in primary school, then visual basic, then eventually made several mildly successful flash games in actionscript as a teen, then moved to lua and now mainly use C. I've been doing it on and off for 20 years. The forums I hung around as a teen had a competitive spirit to them, I admired and looked up to the even more competitive demoscene guys who could seemingly do magic and create whole worlds in a few kilobytes (Umoupen's achievement of the current 15mb exe size is impressive compared to most modern software which is bloated electron/webview fluff, but childs play compared to what those guys could do). I ended up taking much longer than I maybe should have to gain some more mature understanding of the craft which I've only gained in recent years thanks to the work of people like Casey Muratori, Jon Blow, Mike Acton, Sebastian Aaltonen, Sean Barrett, Andre Weissflog, Eskil Steenberg, Ryan Fleury, etc (if you know you know). I am not a great programmer by the standard of those guys and I'm still learning always, but I'm not bad at what I do.
The ship of theseus that is Umoupen actually starts as far back as 2013 when I was making a game in lua. The name came in much later, and originally it was just a game engine with a minor in-engine drawing feature, because the art I wanted to do for it was very simple and I hated having to use photoshop or whatever and manage an import pipeline, not to mention my computer was too weak to have a lot of those big apps open at once. Over time, as I was learning to animate, it expanded bit by bit until I found myself on the verge of having something I saw as having the potential to stand on its own as dedicated animation software (and I was still alternating between doing the game engine stuff and the art stuff in between sometimes long breaks). Life got pretty brutal as it tends to do, my attention splintered and I would sometimes take a 6 month break, or spend almost a whole year just translating bits of my engine to C in different branches, both as an excercise and also with the aim of eventually merging them all back to main, which as anyone with experience can guess, was a total nightmare to do and I put off the big merge until late 2024/early 2025. Once that was done and I had a firmer foundation I really started to gain momentum and put a lot of time into refining it, its only after that that I saw the real finish line clearly and the pieces started to fall into place. I honestly wanted the app to be perfectly 100% finished before release but i realised eventually that was impossible and that I'd at least have to have a brief period of soft-pre-release (which is where I am now) to catch a lot of platform and device specific bugs that I simply can't get on my computer, the calssic "works on my machine" trap. I didn't expect so many users so fast and its a little overwhelming, I appreciate everybody who can see the value in what I'm trying to do. And more than anything I appreciate my artist friends who have watched and supported me through the whole process, chipping in ideas large and small along the way.
Its embarassing to post this obviously and expose what should be my private history of struggling with various things, "but thats fine you should be okay with that" - ok, but don't get a choice? I resent the idea that now in 2026 the only way to not be looked at with suspicion is to document and publicize yourself constantly, I find the idea of having to "sell yourself" offensive and prefer to let the work talk for itself, and honestly, I always thought that when people would just drop something totally finished and slick "out of nowhere" that was the coolest thing ever, I guess times changed. People think its weird that I "came out of nowhere", as if the internet is not the very definition of "nowhere".
Anyway, here are links to 2 backups of my source folder, 1 is from march 2021, and includes the whole local git history up to that point, from 2015, the second was rsynced in 2024, which dropped dotfiles so the git folder isn't there, but the continuity should be clear enough (they've been anonymized obviously so freaks don't stalk me). I never put a licence in the code because obviously it was never public, but I'm releasing these under MIT license, my code isn't the best to learn from honestly, its a little cringe, but you're free to do whatever you want with it, yes, even make a competitor if you're up to the challenge.
https://t.co/fJFFgxSCjM