Generally standard A* is good for turn based games, RPG, or when you have few units, as when you introduce proper collisions/tile occupy state there are a lot of problems that you need to take care on. And popular solution is to use regions/portals/waypoints pathfinding globally and fast A* locally when traveling between portals, or when previously calculated path is blocked - so the unit need to find some other way or wait path to clear and so on. And it would be best to do this on separate thread so this also have some requirements - local map data for pathfinding thread... And all that is a 'little' more work that such small project. Hopefully I will revisit pathfinding in this year to tune JPS/regions for proper game.

Quote from: dreamerman on 2024-Jun-23The problem with many of those 'cheaper' tileset assets is that they are missing some kind of tiles for example transition tile from grass to dirt/sand, or they are incomplete - just in basic 8 directions without variations, or character animations have only basic movement/idle states so they are good as some kind of base for something simpler or some sketch / mockups projects, yet I shouldn't also demend to much from such pack's because even with those minor issues they contain a lot of assets and offert great value to their price.