Weeks 158-159-160: Sugarcoat + CursorPainters

I made a new thing!

These two weeks were spent fixing up and adding things to Sugarcoat, work on the multiplayer Snake game, and also I made a multiplayer painting toy in 48 hours! And then I took a much-needed week-long break!


The first two weeks, a lot of my time went into fixing and tweaking Sugarcoat. A few different features weren’t working correctly, and when using it I kept on coming up with improvements and small additions.

Paul Nicholas (@liquidream) started using it to make a Castle game and has provided me with a bunch of feedback which really helped me prioritize what needed more work, while also cheering me on to do that work!

I myself have started expending on the Sugarcoat demo to make a full reversed-Snake, where you play the apple and try to get rid of the Snake! And I’m making it multiplayer, so I added a ‘server mode’ to Sugarcoat. That mode completely disables the graphical, input and audio sides of the framework, as those don’t play well with Castle’s server infrastructure.

Other new features include ‘pget(x, y)’ and ‘sget(x, y)’, a way to save a surface as a PNG file, a way to tell if a surface already exists for a given key, a way to set the background color around the game’s simulated resolution, custom prefixes for debug logs, and updated the documentation for all of this!

I also fixed the drawing functions that were all off by one pixel both horizontally and vertically (!!!), improved the wrapping of Love2D event functions, made errors more explicit, fixed an issue with the traceback skipping function calls, and more!

So that kept me pretty busy, frustratingly so in fact, since I really just wanted to work on my reversed-Snake game, but kept having to go back on Sugarcoat. But luckily now all these issues are resolved and Sugarcoat is much more stable and I can just make stuff with it! (and so can you btw!)

In the end I couldn’t get too much progress on the Snake game these two weeks, so I decided to take three days to make a tiny thing. And thus is born CursorPainters!


It’s a drawing program! Where you draw with your bugged cursor! In multiplayer!

That’s right, you can draw things in this beautiful retro-looking tiny environment, and other users in your session will be able to both see it and complete it!

This is mostly a dumb, very quick project but I did feel the need for this to exist after I got the idea, just a week before. And so there it is!

Obviously it was made with Sugarcoat (and share.lua) and it went really well! My library works! Finally!

You can play it on Castle!


And the third week was spent resting! The fact that I constantly went back to Sugarcoat and couldn’t move forward with the Snake game was really stressing me out. CursorPainters was a really nice tiny project and it did help my mood, but it also took yet more energy from me. So I decided to stop and rest up. And now I’m back!

This week I’m (hopefully) finishing the Snake game! It’s actually called Apples! If all goes well, it will be out Friday evening! Otherwise it will probably have to wait until next week!


I want to thank all my Patreon supporters for simply being the best! Your support is a huge help for me to move forward and make things! Thank you!

Here are the names of the 3$+ supporters!

★Joseph White, ★Spaceling, rotatetranslate, Anne Le Clech, bbsamurai, HJS, Austin East, Jefff, Meru, Bitzawolf, Paul Nguyen, Dan Lewis, Dan Rees-Jones, Reza Esmaili, Joel Jorgensen, Marty Kovach, Flo Devaux, Cole Smith, Thomas Wright, HERVAN, berkfrei, Tim and Alexandra Swast, Jearl, Johnathan Roatch, Raphael Gaschignard, Eiyeron, Sam Loeschen, Andrew Reitano, amy, Simon Stålhandske, yunowadidis-musik, slono, Max Cahill, hushcoil, Gruber, Pierre B., Sean S. LeBlanc, Andrew Reist, vaporstack, Jakub Wasilewski

Have a great week!

Take care!


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