I’ve always wanted to create an old-fashionned 2D Role-Playing Game like Star Ocean, Final Fantasy, Sword of Mana and even the “Tales of” series, and I guess a lot of people do. But before even writing a single line of code I did a lot of research, drawing and tryouts.
I've found almost all the answers to my questions but there is a problem I haven’t been able to solve: How do you create a realistic but yet simple collision detection, like in the games I named before?
I already know several ways of calculating collision detection, look at the following examples:

None of these satisfy my needs.
- Tile-based collisions are way too simple and suits more a Zelda than a Star Ocean. Plus, the drawing of each tile needs to fill up all space in order to look realistic.
- Pixel-perfect has too many constraints. If your tile has some pixel here and there, the player will most likely get stuck in the midle of nowhere(ie: in some games you get stuck on a 2 pixels width tree root).
- And binary masks uses too much memory and settings imo.
I've read alot of documentation but I never found something that looked good to me. And all my tryouts didn't look close to what I used to play with. So if you have any good links or tutorials on how evolved 2D RPG work please let me know.