I'm quite new to Pygame or even Python, but i know that when something in the isn't right, it displays some text in the Python Shell telling you that there was some error. I've actually encountered many of them and this time, it finally runs and displays the window, but it does not respond. I know there might be some mistakes in my whole code so please feel free to correct me (and please, kindly explain since I'm still new to this stuff).

The code is below, but if it can help, if you'd ask for it, i'll see if i could post the file as well. Anyway, here's the codes:

```
#import Modules
import os, sys
import pygame
from pygame.locals import *

background_img="C:/Users/JM/Documents/Python/Pygame_Alpha/background_img.jpg"
cursor_img="C:/Users/JM/Documents/Python/Pygame_Alpha/pygameCursor.png"

def load_image(img_file, colorkey=None):
    file_pathname = os.path.join("\Users\JM\Documents\Python\Pygame_Alpha",img_file)

    try:
        image = pygame.image.load(file_pathname).convert_alpha()

    except pygame.error, message:
        print "Can't load image:", file_pathname
        raise SystemExit, message

    image = image.convert()

    if colorkey is not None:
        if colorkey is -1:
            colorkey = image.get_at((0,0))
    image.set_colorkey(colorkey, RLEACCEL)

    return image, image.get_rect()

#Main character's position and movements
char_x,char_y = 0,0
char_go_x,char_go_y = 0,0

#Main char class
class char(pygame.sprite.Sprite):
 """Main Character"""
     def __init__(self):
        pygame.sprite.Sprite.__init__(self)#call Sprite initializer
        self.image, self.rect = load_image("char_img.png", -1)
        self.jumping = 0

    def update(self):
        self.rect.midtop = char_x,char_y
        if self.jumping == 1:
        self.rect.move_ip(-35,-3)

    def char_no_jump(self):
        self.jumping = 0

    pygame.init()
    pygame.display.set_caption("pygame_Alpha")
    screen = pygame.display.set_mode((800,480),0,32)
    background = pygame.image.load(background_img).convert()
    cursor = pygame.image.load(cursor_img).convert_alpha()

    char = char()

    clock = pygame.time.Clock()
    millisec = clock.tick()
    sec = millisec/1000.0

    char_fall = sec*25
    jump = sec*50

    #blit the background
    screen.blit(background,(0,0))

    #Main Loop
    while 1:

       #Tell pygame not to exceed 60 FPS
       clock.tick(60)

       #Events
       for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

            #Events triggered when a key/s is/are pressed
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    pygame.quit()
                    sys.exit()
                elif event.key == K_UP or event.key == K_w:
                    char.jumping = 1

                elif event.key == K_DOWN or event.key == K_s:
                    char_go_y += 1
                elif event.key == K_LEFT or event.key == K_a:
                    char_go_x -= 0.5                
                elif event.key == K_RIGHT or event.key == K_d:
                    char_go_x += 0.75
                    if char_x > 800:
                        char_x = 0

            #Events triggered when a key/s is/are released
            if event.type == KEYUP:
                if event.key == K_UP or event.key == K_w:
                    char_go_y += 1
                elif event.key == K_DOWN or event.key == K_s:
                    char_go_y = 0
                elif event.key == K_LEFT or event.key == K_a:
                    char_go_x = 0
                    if char_x < 0:
                    char_x = 0
                elif event.key == K_RIGHT or event.key == K_d:
                    char_go_x = 0
                    if char_x > 700:
                    char_x = 0

        char.update()
        while char_y < 200:
        char_go_y += char_fall

        if char_y > 200:
        char_y = 200

        #Update values of position of Main Char
        char_x += char_go_x
        char_y += char_go_y

        #Position Variables of Cursor Image, setting its values equal to cursor pos, and blit it to screen
        cursor_x,cursor_y = pygame.mouse.get_pos()
        cursor_x -= cursor.get_width()/2
        cursor_y -= cursor.get_height()/2
        screen.blit(cursor,(cursor_x,cursor_y))

        pygame.display.update()

```