Yeah, itch.io is a good distribution candidate. I actually have a few games and prototypes on it already. Not sure how MigSprite's gonna interact with the way itch sandboxes programs though, but I guess I still have plenty of time to figure that part out. And thanks for the vote of confidence, I appreciate it!
So, in other news, I think I've hit a minor setback. I didn't lose any data or anything similarly dramatic, but I've encountered an issue with the WinForms API that can pretty much only be fixed by changing the way I'm currently making the app.
Basically, WinForms works by creating many small elements called "controls" and assembling them on a canvas. However, what I noticed while testing is that it was pretty slow at zooming and panning the canvas, which is odd for something so simple. I decided to satisfy my curiosity and went down the rabbit hole looking up information on WinForms' performance. And sure enough, it turns out that the reason it's so slow is that every "control" you place on an interface is actually a small window with its own ties to the underlying Windows API. This means that having many controls or drawing zoomed images on a canvas can become very slow, with basically no way of improving this situation while still working within WinForms. And since fluidity is pretty important for a graphic editor such as this one, I can't really leave this unresolved.
Therefore, the way I've decided to solve this problem is to switch to a different Windows API. I decided to go with WPF (Windows Presentation Foundation, an especially nonsensical acronym,) which is basically the new successor to WinForms. What it does differently is it only uses one window handle for the whole program and uses the graphics card as opposed to the CPU for drawing the interface, which is dramatically more efficient than the other way. Plus, a pleasant side effect of this change is that the new way of doing things is much more flexible, meaning I'll be able to personalize the program much more extensively than I could otherwise have.
No worries though, this doesn't mean that I'll be spending an eternity porting everything to the new version. The API for the interface is still similar enough to the old one, and most of the actual behavior code I've written can be copy-pasted almost verbatim since it's all still programmed in C#. This should take at most a few days, especially since it's so early in the project, and it'll make the program better in the long run so I think taking a small time penalty right now is the right call.
Anyway, thanks for showing interest in this project. I hope sharing the process of making this thing ultimately helps me make it better!