Ok guys... here is the file for you.
A bit of explanation:
The method I went with is to give the impression that your cutting the ice....not that you actually do cut it.
The reason why I opted for this is because I could not get the screen pixel object to work, so I could not do a "scan for end of ice" thing that I mentioned above.
However, you will see that I have added counters that store the start coordinates (when you first click the mouse) and then, after you let go of the mouse button it stores those coordinates too.
While I dont use these coordinates in this demo, I have left them there for you because.... By using the screen capture object you can save a section on background and then load it in to an active object....However once again I did not bother with this as to be honest with you, while I could do it in another language, searching documentation on all the bolt-ons for F2.5 and how they work would take me ages! (I am fairly new to F2.5)
So.... how does this work then......
First we put a background picture up.
Next we create another 2 pictures, one is the right side ice, and the other is the left side ice.
The left side ice has the Viking already cut from it.
Next we make another picture which is the graphic for the Viking trapped in the ice, and we position it exactly where its cut from the ice, so that it looks to be all one.
We then create an active object that is the Viking trapped in ice and we position it off screen at the top.
After adding physics etc to the setup we are almost good to go.
We add the draw object to the scene so that we can draw a line over the Viking popscal and then run the program.
When you drag the line over the Viking the picture Viking is made invisible....and the active Viking is moved into position and is made visible.
This then drops down till it hits the ground and physics does the rest.
I know its not a perfect way to do it, but it works.
If you use this method then to make it so that the player HAS to cut across the ice in the right place (and not like it is now...as you can cut anywhere!) you can have the program check to see if the x and y counter is within a set position (near where they SHOULD cut) and likewise for the end x,y position. If the player does NOT cut the line where you have predetermined they should then nothing happens.
Hope this helps!