Toy Plane Released!

Filed Under (Uncategorized) by JConelea on 07-08-2013

Toy Plane is now available on Xbox Live Indie Games! You can find it and buy it on the Xbox Indie Marketplace for only 80msp ($1)!!!!

Buy it here now

Aliens Vs Romans UPDATE 1.0 Released!

Filed Under (Uncategorized) by JConelea on 05-27-2013


Hello everyone! Aliens Vs Romans Update 1.0 is now available on Xbox Live Indie Games. We fixed some issues here and there, addressed the weird purple border seen on some monitors, and also added some nice new game play features! Get your copy today! If you already have purchased this game, the update will apply for free when you start up the game! ENJOY!

The Sick Kreations Team

The Best $1 Shooter Ever Made, out THIS APRIL!

Filed Under (Uncategorized) by JConelea on 04-10-2013

Sick Kreations, the creators of Nuclear Wasteland and End of Days, brings you the most polished and unique first person shooter experience; for 1 dollar! In this action packed game you are a Roman in ancient Rome; who learns how to operate high tech Alien Weaponry, and fights against the Alien occupation. The art, technology and gameplay inside AVR is comparable to mainstream next generation 360 games. The gameplay is quick, balanced and extremely fun; not to mention the completely original and fun weaponry! This is a MUST have, the “Sistine Chapel” of Sick Kreations productions!

MULTIGAMEFREAKZ play End of Days:Survivors

Filed Under (Uncategorized) by Ruben on 03-02-2013

MULTIGAMEFREAKZ contacted us about permission to post gameplay of Survivor which we gratefully said YES! The Youtube video is now posted and it looks awesome! From the introduction to the end, this guy has talent. His opening animation, commentary and end animation is great. Youtube videos allow us to hear the reaction that players have when playing our games and that is something we enjoy. I would highly recommend everyone to watch the video and then subscribe to his channel. Make sure to leave your comments on the video while you are there. You can view the video by clicking here…

Aliens Vs Romans in Playtest!

Filed Under (Uncategorized) by JConelea on 01-15-2013


We are proud to announce that Aliens Vs Romans is currently in Xbox Playtest. After some solid play-testing, and tweaks here and there, this game will hit the XBOX Indie Marketplace very soon!

C# Port of Recast/Detour Navigation Mesh

Filed Under (Uncategorized) by sickadmin on 12-21-2012

I’m releasing Sick Kreations C# port of ‘Recast/Detour by Mikko Mononen’ and hope it helps others solve complex AI path finding.
Recast/Detour tool with End of Days:Survivor level loaded and the navigation mesh generated

Here’s is a link to Recast and Detour 1.21 by Mikko Mononen on his ‘Digesting Duck’ blog, here.
Here’s is the modified project we use to export the navigation mesh in a format compatible with Xbox360 Big Endian, Download.
Here is the files  to add to your game for run time loading and getting routes, Download.

To compile the Recast/Detour navigation mesh generation tool:
I downloaded C++ 2010 Express to build the Recast/Detour project, you can get it free from Microsoft.
After unzipping ‘Recast Detour Project’ you should find the solution file at ‘..RecastDemo\Build\VC9\Recast.sln’.
You’ll probably have to set the include, source and library paths for your build.

In addition to that you’ll have to set ‘Additional Library Directories’ in the C++ Express environment to point to were you downloaded and unzipped the Recast/Detour files from  Mikko Mononen’s blog.


To load a navigation mesh in game:
dtStatNavMesh NavigationMesh = new dtStatNavMesh();
NavigationMesh.LoadNavigationMesh( AssetDirectory + NavigationMeshName + “NavMeshXbox360”);

To get a route in game:
int NavMeshStart = 0;
int NavMeshCount = NavigationMesh.GetPath(ref Vector3 Start, ref Vector3 End, ushort[] routePolys, Vector3[] NavMeshRoute, true);

To walk through the route:
while (NavMeshStart < NavMeshCount)
{ Vector3 RouteNode = NavMeshRoute[NavMeshStart++]; }

My implementation of Recast/Detour was quick and dirty and there is room to optimize the code, the first place to look for optimizing would be the file DetourNode.cs’.

If I left out any files from the End Game Engine that are referenced please leave a commit and I’ll get those included asap.
Mikko Mononen stuff works flawlessly for our engine and we are grateful to him for sharing his navigation mesh code. All the original code is by Mikko Mononen and I have clearly marked my changes, please do the same with the code when you get it.