use tile map editor to make tilemap node w/o using a *.sks?

Hello,


In the games I've been messing with so far, using sprikekit sprites, I've been laying my scene out in code, trashing the gamescene.sks file.


However lately I've been trying out the tile map editor and I dig the WYSIWYG features of it.


But now I have my gamescene.sks back in order to have a place to put the tile map node.


I imagine I can build the tile map with the editor, then reference that node in code. But now I have some (unused?) gamescene.sks file.


Is it "correct" to have a gamescene.sks file if I'm not really using it?


Thanks

If I understand you correctly, you use the SpriteKit scene as pure data, correct ?


You just use it as a reference to build your SceneKit scene from ?

Yes until I started learning about tilemaps I had been not been using the scene editor but instead assembling the scene in code.


After reading:

http://stackoverflow.com/questions/26765573/whats-the-relationship-between-gamescene-swift-and-gamescene-sks-files-in-sprit


I think I may just need to get used to using the scene editor instead of doing it in code.

My approach was to actually build my own Scene Editor as a SceneKit based macOS app.


I have my own tile based system. I can actually add blocks and tiles, select them and change them.


I archive the root node of the scene to save to a SCN file.


Then I import that SCN file into XCode.

If you use the SceneKit Editor, try and use the cmd key while positionning and rotating. It will snap to intervals, making things easier in your case for tiling.

use tile map editor to make tilemap node w/o using a *.sks?
 
 
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