/dev/urandom's dev site

Pixel art OCs: Konrad

A pixel art image of a white-skinned middle-aged man with blonde hair, wearing
a dark blue formal uniform with red rank markings on top, a logo with the letter
N on the right (left for the viewer) side, gray buttons and two silver-ish lines
at the end of the sleeves. Underneath the suit is a simple belt buckle and some
kind of electronic device. Below are dark blue pants and black
shoes.

Characters:

Pixel art OCs: Claire

Same character as before, except with a different-looking shirt. It is now
dark blue with gray grid lines running throughout, and the image in the center
of it now portrays three people in front of a cityscape: a black man with black
hair and a yellow vest, a white-skinned man with blonde hair, a blue headband, a
white tank top and jeans, and a white-skinned woman with black hair in a red
dress. All of them are raising their fists, as much as it is possible to show in
such a tiny space.

Characters:

Pixel art OCs: UFO 50 style face

A somewhat silly-looking blue-skinned alien girl with antennas poking out of
her head, but also elvish-like ears, big unusually-shaped all-white eyes, kinda
chaotic red hair and a red uniform that’s got a bit of a shoulder pad thing
going.

This was a rather quick attempt to draw something in the style of UFO 50, a collection of 50 original games by Mossmouth, all made in a style reminiscent of 8-bit console games, sharing a single 32-color palette.


Pixel art OCs: Hannah (yet unnamed at that point)

Pixel art image of a woman with yellowish white skin and black somewhat curly
hair standing near the edge of a cliff overlooking the sea. She’s wearing a red
bomber jacket with a white stripe on each sleeve and going through the bottom
and front in an inverted “T” shape, black pants, black shoes and white socks
visible between pants and shoes.

This one ended up looking a bit goofy in my opinion. I spent most of my attention on the jacket, which was slightly inspired by one I saw on my way from work.

Characters:

Pixel art OCs: Ashley (yet unnamed at that point)

Pixel art image of a white woman with blonde hair, a tank-top, blue jeans and
red sneakers slightly leaning onto a brick barrier

This is the first full-body image. I was (and am) still struggling with maintaining proper proportions and posing, which is part of why most of these images once again use front-facing perspective. Unlike most of these images, which use the PICO-8 palette, this one was an experiment with the Anb16 palette.

Characters:

Pixel art OCs: faces

Face of a white-skinned woman with gray hair

Was browsing through the community page of a game on Steam, happened to see someone’s profile pic of an elf-like character from some MMORPG with purplish gray hair, and it gave me a tiny bit of inspiration to draw something similar. I did make little pixel art portraits before, but these were usually in a front-facing perspective.


Face of a young black guy with cornrow hair making a V shape with his left
hand, as if lying on the ground and posing for a photo


Thoughts on differences between Western and Japanese home computer markets

Okay, so last month (December of 2025), I saw a few screenshots of PC-98 games and went wondering: “in comparison, why do Western home computer games of the same era (the kind that you’d see on an Amiga or Atari ST) tend to be so ‘meh’-looking?”, in comparison to both console games of the same era and PC games that would come out shortly after games like DOOM would prove the PC was actually a viable mainstream gaming platform?".


on OS user interfaces

A lot of the time, our preferences for what an OS user interface should look like come down, ultimately, to either nostalgia or past experiences. Someone gets annoyed at a UI change and their instinctive reaction is to assume that whatever “the old way” was, was inherently better.

This especially applies to people who use Linux (or any of the BSDs, but for purposes of this page, I’ll refer to any of the “free desktops” as Linux), since it is rarely ever their first operating system – usually they started off with either Windows or macOS, and picked up habits and assumptions from that.


gxter, a GXT file utility

Translations:

I have recently developed a small library and command-line utility in Rust that opens and creates GXT files from older Grand Theft Auto games. GXT files (description of format) are binary-based lists of localizable text strings that are used both by the game’s executable and all the game/mission scripts. Since the games are meant to be released in different languages, using a separate format for storing strings makes sense.

The program supports, and was tested on, files from GTA III, Vice City and San Andreas, and should also work with the “Stories” games, which are based on Vice City’s engine.


shogi move parser

I’ve decided to write a little script using JS that reads a Japanese notation for a move in shogi and tries to convert it into English.