Loopy Pro: Create music, your way.

What is Loopy Pro?Loopy Pro is a powerful, flexible, and intuitive live looper, sampler, clip launcher and DAW for iPhone and iPad. At its core, it allows you to record and layer sounds in real-time to create complex musical arrangements. But it doesn’t stop there—Loopy Pro offers advanced tools to customize your workflow, build dynamic performance setups, and create a seamless connection between instruments, effects, and external gear.

Use it for live looping, sequencing, arranging, mixing, and much more. Whether you're a live performer, a producer, or just experimenting with sound, Loopy Pro helps you take control of your creative process.

Download on the App Store

Loopy Pro is your all-in-one musical toolkit. Try it for free today.

preorders in App Store,good news for take my money Posse

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Comments

  • @j_liljedahl said:
    As an indie dev, I'm not yet seeing why I would do this instead of simply releasing the app more or less directly after it has been approved.

    >

    Quite right.

    While you are here, is there any chance of adding some kind of pre-defined length loop recording to AUM? I’d love to be able to do that and export to Blocs Wave.

  • edited December 2017

    @Zen210507 said:

    @Angie said:
    - loyal fans who pre order end up making the app more visible to general shoppers on release day.

    Loyal fans? Has Justin Beiber branched into having someone smart develop an app. :)

    For example Nanostudio is good example of app which have pretty deeply loyal fans and i'm sure a LOT of them would immediately make preorder of NS2 if possible :) Including me :-))

  • @dendy said:
    For example Nanostudio is good example of app which have pretty deeply loyal fans and i'm sure a LOT of them would immediately make preorder of NS2 if possible :) Including me :-))

    But you all want the app anticipating that it will be a fine product, right?

  • @johnfromberkeley said:
    The only use case I can see for this is a special pre-order sale price.

    In some cases, I'd pre-order from a developer if it meant saving money at launch.

    I’m psychic. This was in the App Store this morning:

  • edited December 2017

    @johnfromberkeley - This one is a good example of discount....

  • So are you billed when you pre-order or when you download? Also, does the dev. get paid on pre-order or release date?

  • @JudgeDredd said:
    So are you billed when you pre-order or when you download? Also, does the dev. get paid on pre-order or release date?

    More from the FAQ:

    • You are only charged when you get to download the app
    • The pre-order can be cheaper than the price at launch
    • It downloads automatically once it's available

    https://itunespartner.apple.com/en/apps/faq/Managing Your Apps_Pre-Orders

  • @j_liljedahl said:

    @JudgeDredd said:

    @midiSequencer said:
    Interesting, crowd funding on iTunes. I think devs would loose the incentive to finish an app.

    This is exactly what I thought when I seen it. "I was thinking of making an app, lets put it up for pre-sale and see if there is any interest. If there is none, I will just turn out some crap."

    That's not possible. The app must be submitted and approved by AppStore Review before it can be made available for pre-order. As an indie dev, I'm not yet seeing why I would do this instead of simply releasing the app more or less directly after it has been approved.

    +1 then - the hard work is done why would we miss out on bit of polishing?

  • Unless you’re working against the clock to beat a competitor from releasing first I see no advantages for audio devs.

    And I never understood the business sense of intro-pricing. While users may like them (yay discounts!) they’re idiotic from a developer perspective since all your revenue comes from the first three weeks after launch. After that sales slow down to a trickle. I think it’s a weird practice considering the questionable economics of the iOS platform.

  • edited December 2017

    @brambos said:
    Unless you’re working against the clock to beat a competitor from releasing first I see no advantages for audio devs.

    And I never understood the business sense of intro-pricing. While users may like them (yay discounts!) they’re idiotic from a developer perspective since all your revenue comes from the first three weeks after launch. After that sales slow down to a trickle. I think it’s a weird practice considering the questionable economics of the iOS platform.

    I agree with you 100% and I like that business model, but maybe they price it out of the gate at their intended price and then raise it for the trickle knowing that the trickle will just be residual sales? Then if they have a big update, they can again drop it back to the price they needed for it?

    I really don't know anything... :neutral:

  • edited December 2017

    @brambos said:
    Unless you’re working against the clock to beat a competitor from releasing first I see no advantages for audio devs.

    And I never understood the business sense of intro-pricing. While users may like them (yay discounts!) they’re idiotic from a developer perspective since all your revenue comes from the first three weeks after launch. After that sales slow down to a trickle. I think it’s a weird practice considering the questionable economics of the iOS platform.

    I think intro pricing can help early adoption (even if only psychologically) which, while less important for standalone endeavours such as audio apps, could be strategically beneficial for games where an active community makes the app successful (like multiplayer games) - I’ve just witness the reverse (high price drop very quickly due to low pickup... and that’s less pretty from my perspective!) - obviously not for every situation though!

  • edited December 2017

    Totally agree with bram bos, an ‘intro price’ is one of the stupidest ideas I’ve ever heard, especially considering the nature of iOS and the App Store. I’ve never bought something when it first came out that I wouldn’t have been willing to pay for its ‘regular’ price.

    And I’m not gonna push my thumb print into my iPad until I can immediately download a product. That’s half the fun of the App Store, and the reason why so many impulse purchases are made.

  • Intro prices are the only „sales“ which makes sense to me. Then the price should be fixed. All the sales let me just think it cripples the value of the app.
    If i know there will be anyway a sale every few months i don‘t take the full price serious anymore.
    But that is what people expect on iOS anyway.
    Now there must be pre-order prices as well?

  • edited December 2017

    One argument for intro prices is that new apps often are buggy and there are no reviews and ratings yet, so the risk of buying something that won't live up to your expectations is relatively high. Without intro sales probably more people would just wait and see what others have to say about it before spending money on something they're not really sure about. Don't think I'd want to preorder any apps though.

  • This sprung to my mind immediately: https://kotaku.com/stop-preordering-video-games-1713802537

    This is definitely heading in the video games direction. That being the case, review copies should be sent out to their journalistic equals before release. Buying blind is moronic, and every consumer deserves to be able to make an informed decision. I only buy software of any kind after the previews and reviews have arrived. No exceptions. This whole thing is anti-consumer because it will lead to a lot more rushed development and broken software being tossed out into the wild after an exaggerating, over-promising hype campaign. See: No Man's Sky. I don't give a damn about 20% off a $10 app, do you? No, this decision only poisons the well.

    Wanna get pro-consumer? Make free timed app demos a standard requirement and simple for the developer to implement.

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