So many tables to do, so little time! We need more authors! To all you "moders" become authors! Take the next step! 
if someone would do an easy to understand guide
i expect there are a few people who would love to make a table
but all you get told is look at tables you will get it
There is no "bible" because it would in fact be kind of like trying to read the bible
and then people try to bite off way too much in one bite and then want to know
HOW DO I MADE IT WORK
And at that point there are 0 simple answers
If you understand nothing at all, then one should begin with a very simple table, does not matter how dumb it may seem
and take things in steps.
Start off with just a table with like nothing
Learn how to do the plunger, make a shooter lane, and set up some fllppers
and build a basic drain and ball trough.
Seems boring but...
Once you understand what you did there, dont worry about art or sounds or score etc
Learn about some basic physics, which you can learn a lot from JP's physics demo
Learn how to adjust material physics, learn what the results are.
You could have the worlds simplest black and white table, with fun physics, and have it be 100 times funner for people
than the flashiest table in the world.
Just work with simple objects with different physics, you you can learn to understand how they interact with the ball and everything
Until you understand and can feel the physics, nothing else you can do matters
Stick with one thing, until you understand it, then add another thing to your repertoire.
DO not worry about scoring, modes, logic rules, lighting, art, sounds etc until dead last
Not until long after you can assemble unpainted table parts and have them simply interact with the ball properly.
Small script things will ensue along the way, which will bring you to questions, but they will be exact and specific questions
and you in turn will learn the script part in bitesize functional modules.
Modules that you can later easily pick up and drop into something else.
No matter how complicated a script eventually gets, at its core is basic functionality that is transferrable to any other table.
As you learn new things, build new tables, for yourself, to demo that, and refer back to later.
And keep your self demo table simple
If you learn a very complicated thing, then try to limit the table to just that thing
then when you refer back to it later, or are troubleshooting it while learning to perfect it, you arent swimming in a sea of unrelated stuff.
As you learn things, you will then be better able to look at other peoples more advanced things, and have some understanding at what they are doing.
But worry about all the aesthetic things very last, as that is an entirely new learning adventure and is only part logic and the rest artform
and sometimes even relies on amplifying the defect to get what appears to be the perfected result.
And then start again, with the simple most basic parts and work up as you learn.
If you are ready to begin looking into lighting, then stick to just that, lights, and start with just the most basic
and learn what various changes provide what results.
Same applies to all other aspect.
The Book
"VPX for dummies" would have 100 revisions
One for every other person's way of doing things
And by the time you finished them all, you will be so confused due to what appears to be conflicting information, you would be fed up.