The game I am working on is currently using 32X32 collision boxes. I have implemented a working AI (A* - path finding method) which is based on the Grid Size.
Lets say that I use that 16x16 grid , then if I try to implement a sprite to the AI, bigger than 16x16 the path finding will work but part of the sprite will go thru walls, because the AI follows the path generated by A* for a 16x16 grid. Same rules applies if the grid is even smaller (8x8 for example). Is there a way to actually fix that problem. I do not know if that is possible, but if I could make the AI to include not 1 but lets say 4*(8x8)boxes then I will have a one Big 16x16 square and I can use a 16x16 sprite picture(or bigger where the same rules apply). But then the A* method should be tweaked.
The main idea is that I will create a Map in Tiled Editor with 16x16 grid , and then add collision 16x16 boxes (manually wherever I need them to be) which will be fed to an array with certain index numbers for each type of collision box (0,1,2 etc).So the bottom line is that I can not use sprites bigger than the collision box (or smaller will cause weird spaces). Am I missing something , or there are other ways of doing that ?
PS: also forgot to mention that if I make the collision boxes equal to the sprite size this won't work in the map, cause the collision wont be smooth or accurate enough