First of all, I already know A* algorithm. I would like to make/test a walking hero character on a map made in a level editor(also made by me).
What I have done before is manage to walk my hero on a map with the given information: -Texture tile size is same as A* tile size. -The hero stands on 1 A* tile.
That's a bit straight forward isn't it? It's just applying the A* algorithm posted in the tutorials found in the internet.
My problem is..
Given: -Texture Tiles: 100 x 100 pixels (the actual texture that will be rendered) -A* Tiles: 25 x 25 pixels (determines whether walkable or unwalkable) (4 by 4 A* tiles in 1 texture tile) -Hero character eats 2 by 2 A* tiles (that's 50 x 50 pixels) -Monsters eat different amount of A* tiles like a big one stands on a 5 by 5 A* tiles while a smaller one on a 3 by 3 A* tiles.
One method you could try is to implement different grids. For the hero, have him pathfind on a grid where one tile is the size of a 2x2 patch of base tiles. Similarly, for a big monster implement a grid whose tiles are the same size as 5x5 of the base tiles.