Subclass SKSpriteNode
I'm going to ignore the non-coded class.  I'm not sure why you'd include both of these.

With that said, here are some things I noticed about the coded class.



Rather than init(simpleName:simpleType:), why don't we expand on our super class's init and also accept the arguments our super class's init takes:

init(texture: SKTexture?, color: UIColor, size: CGSize, name: String, type: Double) {
    self.simpleName = name
    self.simpleType = type
    super.init(texture: texture, color: color, size: size)
}


Then, if we want an initializer that takes just some of these values and uses defaults for the rest, we should make convenience initializers:

convenience init(name: String, type: Double) {
    self.init(texture: nil, color: UIColor.whiteColor(), size: CGSizeMake(10.0, 10.0), name: name, type: type)
}


And we probably should override any of SKNode's constructors which we intend to keep available:

override convenience init(texture: SKTexture?, color: UIColor, size: CGSize) {
    self.init(texture: texture, color: color, size: size, name: "", type: 0.0)
}


Ultimately, the point is, all of our initialization logic should go in as few constructors as possible.  All of our other constructors should call these few designated constructors.