People will need GB (read: a special program) to compile the map anyways. Therefore, we can use whatever format we want. The most logical and easiest one is a zip file containing an image for the BG and one per parallax layer and a lot of JSON/whatever text files for entity data. People can add and place entities etc easily with the GB gui and also import old maps. New entities and even plugins could easily be added map-wise by an extra entity linking to new sprites, possibly even code (we need to look into the security of that).
Yes, we are changing map format, the current one is basically "put everything in one huge bytestring and just add it in the comments section of _a_ png image", which is not easy, not flexible, annoying to use and also impossible to manually edit.
Basta.
Yeah. Anyway I tried setting up the whole thing but I got stuck at the SFML part, that part is a real PITA. I don't get why we are basing this game "off an unstable wrapper of an unstable library". We could have just done the whole thing in SDL... Also what was wrong with Pygraphix? By the way if there's any need for help with doing raster graphics I'm sure I can help, I usually do entire GUIs with my own code onto a framebuffer, even for variable-width fonts (here's an example http://photosounder.com/splineeq/images/screenshot.png)
Why we didn't do things through SDL/pygame: It was way too slow.
What was wrong with pygrafix: The only developer (nightcracker) left it hanging in limbo with a lot of bugs, and is currently banned from computer access for indefinite amount of time.
I chose pySFML because it has an active developer, it's a straight port of a stable and active library, and it works.
What kind of problems are you getting?