FL Studio Mobile -it's in the app store

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Yeah, the cpu is only going to go so far for say, a synth. I think most people have some idea of that, and are ready to accept those limitations.

But guys, it doesnt load our samples. :shock:
Without that, it feels like someone was munching crazy pills to even think of a release. The more I think about it, the crazier it is.

From my perspective, Ive had a tracker on my Nintendo DS for like... many years, that loads my samples and was most likely made in someones bedroom and given away.
edit: Although, NitroTracker does not look even close to as snazzy as FLMobile. Which makes me recall the people instantly begging for the FLM teaser graphics to be used in FLS proper. :roll: So, maybe you know your customers too well. ;)

Dont get me wrong; I have complete faith that this will become something really awesome, and prolly pretty quickly. But it feels like it was rushed for market considerations, and IL knows it.
Whatevs, you guys are big boys now. Prolly have bank guys in your meetings saying what they think is a good idea. The spice must flow.
I spose its good that its a different dev team.

So... how many have you guys sold? :D
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ebow wrote:i'm running out of tracks before memory...
Sadly enough memory has little to do with CPU.
ebow wrote:but not the price
Judging from the huge amount of people (it's crazy) that jumped in on day one and are complimenting us on what we did here the price (which won't buy you a cocktail in a lot of clubs) seemed fair.

FL Studio Mobile wasn't meant to be an application that you get for a dollar and have forgotten about before it has downloaded. Some of our (desktop) customers have been using FL Studio for over a decade and we sincerely hope to pull this of for the mobile version as well.

Anyway : if you are happy with whatever solution that satisfies your needs we can only encourage you to keep using that and check out what we offer when new updates arrive.

Have a nice weekend.
Jean-Marie Cannie @ Image-Line - FL Studio

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JMC wrote:Although the next release will provide the option to import your own samples the main idea of FL Studio Mobile is providing a quick way to lay down ideas.
I certainly hope you take a hint from this thread and add copy and paste transfer too. This way it could be used for much more than just a self contained sketch pad. Don't aim too low, FL Mobile has great potentials.

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highkoo wrote:But guys, it doesnt load our samples. :shock:
Custom sample import is on the todo list, together with a whole bunch of other features (like SonomaWireworks AudioCopy/Paste).

The problem with this kind of application (it's no different from the desktop version of FL Studio) is that it will always lack 'the most important feature' for someone. If it's not sample import it will be audio tracks, recording, live synths, video, loop slicing, notation, mixer, VST/AU plugin support, ...

We can't do a lot more than keep developing & release from time to time.
highkoo wrote:So... how many have you guys sold? :D
We don't disclose any sales figures but considering it went straight to the best grossing music app in US/UK/Germany/... the first couple of days we can say it went way over our expectations and we are honored to be able to stand out over those 400.000 other apps out there.
Jean-Marie Cannie @ Image-Line - FL Studio

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:-o :-o
Well congrats!
I will certainly keep an eye on it with anticipation...
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JMC wrote:VST/AU plugin support
:lol: :lol: :lol: :lol: ..

:?

:love: :love: :love:

:wink:

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koalaboy wrote:
JMC wrote:VST/AU plugin support
:lol: :lol: :lol: :lol: .. :? :love: :love: :love: :wink:
You can laugh all you want but it's one of the most requested features :?

Sadly enough it's those guys that crawl all over the Internet filling blogs with their 'knowledge' :(
Jean-Marie Cannie @ Image-Line - FL Studio

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JMC wrote:
koalaboy wrote:
JMC wrote:VST/AU plugin support
:lol: :lol: :lol: :lol: .. :? :love: :love: :love: :wink:
You can laugh all you want but it's one of the most requested features :?

Sadly enough it's those guys that crawl all over the Internet filling blogs with their 'knowledge' :(
Just tell 'em you'll put support in once Propellerheads add it to Reason. You should be safe :wink:

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JMC wrote:Custom sample import is on the todo list, together with a whole bunch of other features (like SonomaWireworks AudioCopy/Paste).
Great. :) Then you can screw the rest. If a feature is missing, you can always transfer to other apps in a few clicks. Further complaints is laziness or whining.

Besides complaints about it's price of course. :D But if the updates are free, we will get even in time.
JMC wrote: The problem with this kind of application (it's no different from the desktop version of FL Studio) is that it will always lack 'the most important feature' for someone. If it's not sample import it will be audio tracks, recording, live synths, video, loop slicing, notation, mixer, VST/AU plugin support, ...
Of course. I want it to wake me, make coffee and bl.. me in the morning and until it can, I will take an hostile attitude towards your profit maximizing and conspiratorial organization.

Anyway. I have made more than a few beats on FL mobile now and thing is that it sounds GREAT as is. Beyond features, the samples are super and the synth and drum sounds are awfully well chosen for electronic music :clap:

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JMC wrote: Sadly enough memory has little to do with CPU.
my mistake, but irrelevant really...what i'm saying is that i have resources to spare...this current tune i'm working on contains 1 sampler and 4 instances of the onboard synth (something you insist is not really workable)...all 3 buses for the sampler are routed through effects and there are further effects on the mixer...sample memory is 2mb and processor usage is hovering between 42-44%...though i wont be able to fill all of the 16 tracks upgrade, in raw form, i still have the option of bouncing down tracks/resampling to free up even more options

i'm wondering if you check out other apps, such as nanostudio, while developing

the fact that you are gonna be releasing standalone synths does explain a lot
Judging from the huge amount of people (it's crazy) that jumped in on day one and are complimenting us on what we did here the price (which won't buy you a cocktail in a lot of clubs) seemed fair.

FL Studio Mobile wasn't meant to be an application that you get for a dollar and have forgotten about before it has downloaded. Some of our (desktop) customers have been using FL Studio for over a decade and we sincerely hope to pull this of for the mobile version as well.
this really has nothing to do with 1$ apps, but a comparison on features-price ratio of your product with those of your peers

your intro price is the same as nanostudio, which offers far more functionality for the price...your apres-offer price is the same as the other big player - BM2 (also offering more functionality for the price)...so, relatively speaking the value isn't really there yet

also, i wonder what the justification is for the extra cost on the ipad version...what extra functionality does it have ??

and why is it not a universal app ?? if you coded them at the same time, why do you have to buy the app twice (+ the bonus ipad expense)...not even an upgrade path; thus making the pricing, potentially, even more

Anyway : if you are happy with whatever solution that satisfies your needs we can only encourage you to keep using that and check out what we offer when new updates arrive.
i am happy with what i'm using, but there is always room for more flavours at the table..take this in the spirit it is intended, and you will see some constructive criticism....your pricing isn't reflective of the features you are currently offering and you are arguing that some features are unworkable while those same features are already 'old news' in other apps...

i use an ipod touch, currently...i will watch the updates, sure, but there is no way i'm buying an app for my ipod that i have to rebuy at a premium just to use at a higher resolution (once i can afford an ipad)...

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ebow wrote:your pricing isn't reflective of the features you are currently offering and you are arguing that some features are unworkable while those same features are already 'old news' in other apps...
I think it is reflective, in that I and many others bought it. Also, as I've previously stated, Nanostudio is not comparative as they don't have an iPad version, and Beatmaker brought out a complete new version already after many of us had bought the first.

So before challenging the price or asking why there isn't a universal version, look at the 'competition' and realise they're very similar.

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koalaboy wrote:
ebow wrote:your pricing isn't reflective of the features you are currently offering and you are arguing that some features are unworkable while those same features are already 'old news' in other apps...
I think it is reflective, in that I and many others bought it. Also, as I've previously stated, Nanostudio is not comparative as they don't have an iPad version, and Beatmaker brought out a complete new version already after many of us had bought the first.

So before challenging the price or asking why there isn't a universal version, look at the 'competition' and realise they're very similar.
you are correct about beatmaker, but there is a difference between having to recode an app than building a universal app from scratch...coding the 2, at the same time is very different; we know that because the app store is full of apps that have been developed from the ground up as universal, all bought for one price...

i also thought BM was a new version, with new features, no ??

as for nanostudio..well, of course, it is also an app that has been around before the prospect of ipad needs....but if you've spent any time over at blipinteractive forums, you might get the same impressions of the developer...if the ipad upgrade is more than 60% of the full price, i'll eat my hat :)

and, just because you bought it has nothing to do with it's price-to-feature ratio...i think someone earlier, in this thread, mentioned 2009 as a time in which an app like this looked well spec'd

sales figures have nothing to do with it;

i'm not being a real downer on it, i realise there will be updates...but the hype, and the price (especially the double-buy + premium for ipad) aren't justified, imo

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p.s regarding cpu, memory etc

all the current versions of ipod, iphone and ipad (and also ipad 1) are more powerful than my 1st full daw pc, which ran absynth, atmosphere etc with no problem

even my 3rd gen ipod touch is pretty well spec'd compared to a pc from 6-7 years back

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ebow wrote:i'm not being a real downer on it, i realise there will be updates...but the hype, and the price (especially the double-buy + premium for ipad) aren't justified, imo
That's fair enough. For me, the quality of the workflow and the fact it's native iPad, along with the ImageLine pedigree (easy, tiger :wink:) meant it's definitely worth the money.

Nintendo have said on several occasions how the iDevices are bad because they convince people games should be much cheaper, and the same can be said of applications.

Of course, everyone will pay what they think things are worth - supply and demand - but that proves the fact that no matter how much we like or dislike something, sales figures are *all* that matters.

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ebow wrote:all the current versions of ipod, iphone and ipad (and also ipad 1) are more powerful than my 1st full daw pc, which ran absynth, atmosphere etc with no problem
define 'powerful' :wink:

(I love the quotes that state how the iPad 2 is more powerful than the original Cray... something about "lies, damn lies and statistics" springs to mind)

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