Category Archives: iOS

Crabitron OUT NOW!

Crabitron, available on the App Store, April 19th

April 19, 2013 – Two Lives Left has released Crabitron, a lovingly crafted iPad game about destroying the universe as a Giant Space Crab. It is available for $4.99 on the App Store.

Crabitron is designed around multi-touch interaction, encouraging players to play with four fingers at once for best results. Players place two fingers on each giant claw and can then pinch, snap and fling them to cause destruction.

John Millard, co-founder of Two Lives Left describes Crabitron as, “Like a huge, physics-driven puppet that players can push and pull with their fingers. He’s this loveable, ugly crab with a wonderful personality.”

In addition to releasing Crabitron, Two Lives Left has announced their reverse-funding campaign “Crabstarter” . Crabstarter is a semi-serious parody of Kickstarter that bills itself as a “reverse Kickstarter” campaign.

Crabstarter presents Crabitron as a fully funded and finished game and asks players to back the project by buying the game on the App Store. All sales data for Crabitron, such as revenue and chart position, are made available to the public directly on the Crabstarter website.

Two Lives Left co-founder Simeon Saëns comments, “We’ll be making all of our sales data public. You’ll be able to see exactly how much we’re earning, whether Crabitron is succeeding or failing, and where it sits in the charts.”

Two Lives Left has estimated that Crabitron cost approximately $100,000 to develop, and this has become the funding goal for their Crabstarter campaign. In addition, Two Lives Left has added “stretch goals” for additional features and updates to Crabitron once the initial funding goal has been reached.

Crabitron can be found on the App Store at http://itunes.com/apps/Crabitron, videos and additional media can be found at http://www.crabitron.com.

Codea and Code Sharing

I’ve seen a number of interpretations about why Codea’s project sharing feature was removed.

Here’s what happened.

We were contacted late December last year (20th or so) by an Apple App Reviewer. He informed us that Codea’s project sharing feature violated section 3.3.2 of the Developer Agreement.

3.3.2 An Application may not download or install executable code. Interpreted code may only be used in an Application if all scripts, code and interpreters are packaged in the Application and not downloaded. The only exception to the foregoing is scripts and code downloaded and run by Apple’s built-in WebKit framework, provided that such scripts and code do not change the primary purpose of the Application by providing features or functionality that are inconsistent with the intended and advertised purpose of the Application as submitted to the App Store.

While Codea doesn’t, and has never “downloaded” code. It did “install” Lua source code if directed to do so by the user. That is, a user could open Mobile Safari, point it at a .codea project, and be given the option to “Open in Codea.” This then placed the file into Codea’s sandbox and Codea would extract that file into a new project for the user.

This is essentially the same as the user visiting a website which displays the source code, selecting the text, copying it to clipboard, and pasting it inside the code editor. Except a lot more convenient.

I mentioned this to the App Reviewer over the phone. I think I even asked him, “What happens if the user types code into the app that they see somewhere on the web, is that downloading?”

The answer I got was that it’s a grey area. And most app reviewers are not able to make a decision like this – so they must err on the side of caution. However, the app reviewer was extremely friendly, helpful and completely open to allowing me to initiate further discussion with Apple over this matter. He even started the appeal process for me. This makes me hopeful that when this issue is examined further it will be possible to come to a solution.

It would be great if iOS development tools warranted their own clause in the agreement.

Codea Forums & Rename

Codea (Codify) has a flourishing community you can join here: http://twolivesleft.com/Codea/Talk

All sorts of cool projects and hacks have been developed. Such as importing your own graphics, a vector font renderer, and a project for porting Codea/Codify projects to Mac, Windows and Linux using love2d

You may have heard that Codify is being renamed Codea in the next update, which is currently in review with Apple. The name is a combination of Code and Ideas, we feel this suits the application’s philosophy.