Beep It starts with a core concept— have a set of widgets on a board/console that the player must do in the correct order at increasing speed— and takes it to the next level. Namely, it supports multiple devices per game, and is highly configurable.
When visiting the site, each client device/browser is assigned a game id and deviceId. These are visible in the web address search query.
https:// subd.domain.tld ? id=g1 & deviceId=amber
If you leave the site and return relatively soon (see game delete delay) with the same game id, your configuration should be restored.
To invite other player devices to join, you can tap the share button to copy the link. It omits deviceId.
The page will attempt to automatically determine whether the local client device has a physical keyboard, and update the corresponding button in the game controls bar. You can manually update the keyboard type using the same button.
Use a physical keyboard.
Use a touch screen keyboard.
Next in the same game controls bar is the device count. Alongside it is a button to open the device manager, where you can remove/kick player devices from the game, including yourself.
The device ids are in the first column, then customizable aliases, and remove buttons.
When your device is removed or loses connection, the reconnect/plug button appears near the end of the game controls bar. Tap it to rejoin/reconnect.
Next in the game controls bar is the player count. This is separate from the device list because the number of people playing can be independent of the number of devices we’re using. It currently only matters for competitive turn mode.
Board display mode controls whether the client devices each see the same widgets (mirror),
or different widgets (extend). In extend mode, widgets are evenly distributed among the different device screens.
The turn mode determines whether players take turns (competitive) or not (collaborative).
If compete, the player number for the current turn is shown next to the score as the numerator, and number of remaining players as the denominator. The number of total commands and current command per turn are dynamic, and are indicated with a progress bar. Score is still shared between players, but whoever ends the round on their turn is eliminated.
Next in the game controls bar is the widget menu button; tap it to open the widgets drawer.
Tap it again to close.
This drawer is a view of all the types of widgets that are available to add to the board. See widget types for an explanation of each. Each widget type in the drawer can be configured. Tap the widget control/icon to add it to the board (below drawer). Each widget instance can still be configured (with additional options) after addition to the board.
Tap the quick/random widget button to a add a randomized widget to the board.
Each widget in the board has a delete (X) button, as well as a random replace/swap button (same icon as random widget button), in the lower right corner.
| attribute | description |
|---|---|
label |
At the top of the widget card is a text input to name the widget. It can be left blank. When the game gives players a command, this label is the object. |
color |
Widgets all default to a white foreground; use the color picker to change this. |
size |
If widgets are overflowing the device screen viewport, use this slider to shrink the widget’s icon. |
duration |
Amount of extra time given for a player to do this widget. |
command text |
When the game gives players a command, command is the verb. |
command audio |
Record audio in the browser with the microphone button (may not work on some devices), or upload an audio file. This audio will be played when the corresponding command is given. |
To hide most widget config controls in the board, tap the preview button near the end of the game controls bar.
Tap it again to resume configuring widgets.
If turn mode is competitive, tap this reset button near the end of the game controls bar to return to the first round, so that the number of eliminated players is zero.
Tap the play button near the end of the game controls bar to begin.
The game will emit a command and wait for a player device to do the corresponding widget action. If the wrong widget is done, or none are done quickly enough, the game ends. If the right widget is done, then score increments and the next command is emitted.
Button
Action is mouse click or tap, submitted on press (not release).
Knob / Twist
Action is to drag in a circle. Technically, the drag must pass through 3/4 quadrants around the center (three quarters of a circle).
Lever
Action is to drag in the corresponding direction, submitted when the drag is longer than 50% of the widget's size(=width=height).
The configurable direction is one of four cardinal directions in which to pull it.
Specify with the first letter of Up, Down, Left, or Right.
Key
Action is to press the corresponding keyboard key if using a physical keyboard (see local device keyboard type), or icon press, like button.
The configurable key to press is case sensitive and should support any printable character, even if the physical source keyboard requires a combination of keys to press it.
Wait
Action is to do nothing, submitted when the wait duration is complete. Tapping this widget or doing any other widget before then ends the game.
Path
Action is to trace the single connected path, starting from either endpoint.
The configurable path to trace is in svg.path.d string format. Define it by dragging in the widget's control graphic area. The text input provides access to manually edit the control points. Their coordinates are expressed in the icon's source viewport space (90x90).
Keypad
Action is to type a key combination/phrase, configurable with text. As with key, input method depends on local device keyboard type.











