tunepunk
Yes, something like that. However, as in your example, you wouldn't necessarily be limited to full tile collision only, if you rendered it out as an alternate map and did away with the array based pathing.
You can use arbitrary collision bodies.
[attachment=0:34o2jhrb][/attachment:34o2jhrb]
Make sense?
It's basically like this:
All the AI is really playing the game on map A, but their movements are copied by the sprites on map B (after applying the isometric translation to the coordinates).
You can hide map A if you want, off screen, or just don't render it if that's easy. Or even use it as a mini-map in the corner.
So you can use arbitrary collision shapes, and as small or large a cell size for pathing as you want.
However, if you want to force your sprites to stop in the center of tiles for tile-based movement (maybe you're making chess, or a rogue-like), and you only have those limited collision cases, then your way is actually pretty good.
rexrainbow
Thanks! I'll check that out.