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How to get Cocoon.js and Cocos2d-Html5 to work together. #cocoonjs #cocos2d-html5 @ludei 
A quick note on how to get Cocoon.js and Cocos2d-Html5 to work together.

When I first attempted getting Cocoon.js to work with my Cocos2d-html5 project, I removed the canvas tag and tried to create it via javascript as the Cocoon.js website suggested. When I couldn't get Cocos2d to recognize the canvas, I final reverted back to the standard index.html canvas tag line, which surprisingly worked fine.

TL:DR Use canvas tag, don't use function.

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End of year clean up for #1GAM games 
Finishing up the last game for #1GAM and then preparing a launch page for all 12. Going back and fixing bugs, missing music, etc and also adding some basic branding.

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Spine.js & Cocos2d-HTML follow up. 
I posted the ported javascript code to Github...


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Ported cocos2d spine classes to javascript and got it working with spine.js 
Spine is a 2D animation tool created by Esoteric Software. They have a number of runtimes for various languages and engines. While there is one for javascript and another for Cocos2D (cpp), there isn't one specifically for Cocos2d-HTML5. With some trial and error, I have successfully ported the Cocos2D wrapper over to javascript and have it using the original javascript runtime.

I will eventually provide my javascript classes via github.

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Using custom fonts in Cocos2d javascript 
In order to use custom fonts in Cocos2d, I had to add the following to the header of the HTML page so I could later reference the font for menus and buttons:

@font-face {
font-family: 'Stiltedman ';
font-style: normal;
font-weight: 400;
src: local('Stiltedman '), url("fonts/Stiltedman .ttf") format("truetype");

In essence, this is required so the browser will download the font, making it be referencable by the library.

This works in Chrome and Firefox. From my understanding, Internet Explorer requires a different font format, which I dont plan on supporting.

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