Pre-gameplay implementation
Minefield generation and basic movement added
Mine marking and basic UI
Marking mines working, but not cheking anything yet
Basic UI implementation,maybe can be reused later :D
Added Amiga font
IGNORE all release directories
IGNORE all release directories
Last minute check on whether it's possible to mark the requested place at all
Merge branch 'master' of https://github.com/pro-mole/brazmogu-monthlygames
REMOVE: release dir
Design Updates

Added some description to the false positives
Removed alternative game modes
End condition and movement updates
Added code to check if tile is marked before walking over it
Added code to reveal whole board when losing
Added code to check the board, not yet actually doing anything
Adding timed message buffer to UI
Mine checking OK

Mine checking working for win, loss and "why are you even checking"
cases
Added "Messages" that disappear with time in the UI :)
Version step

0.2 Alpha
Menu Screen added

With a whole lot of menu functionality. Woo!
Also, global vars and settings moved to a new module
MINOR: added validMine function

Function to check whether a mine is in a valid location added
Will help things out when false positives come around
Silent make and clean

Some minor changes to the release script
Changed Exit buttong action

Now only get back to the main menu, not exit the game
Added setting menu option
Also, general setting set/get functions
GUI overhaul
Replaced most buttons on the bottom
Added HUD
Changed display of the grid(no more numbers on the board)
Dynamic start position

Setting up start position at minefield generation
Also do not let mines be generated where the player is
Minefield Verification

After putting mines randomly, we now check if the minefield is actually
playable. If not, then we try generating a new one
TODO: find out the max number of mines we let the player set up for all
game settings to be valid (9x9 with 40 mines, for example, seems
impossible)
Coppermoss and Ironcap

Two false positives added