im trying to get a character to move an turn/drift like a car is an isometric space. i had asked a similar question a while back an someone suggested me to look at an example game that used the timedelta event. unfortunately i still don’t quite understand how to utilize it properly. would anyone know a formula on how to make moving/turning control similar to something like a car from gta1?
I don’t know how TimeDelta() is related to your issue.
If you use the topdown behavior, playing with the acceleration/deceleration values should help you reach some drift effect. Try for deceleration half the value of acceleration.